import pygame import random import time import queue import math pygame.init() def heuristic(current, goal): dx = abs(current[0] - goal[0]) dy = abs(current[1] - goal[1]) return math.sqrt(dx * dx + dy * dy) class Node(): def __init__(self, parent = None, position = None): self.parent = parent self.position = position self.g = 0 self.h = 0 self.f = 0 def __eq__(self, other): return self.position == other.position def aStar(start, end): if end in cantwalk: print("Wybrano nieodpowiednie pole!") return [] start_node = Node(None, start) start_node.g = start_node.h = start_node.f = 0 end_node = Node(None, end) end_node.g = end_node.h = end_node.f = 0 open_list = [] closed_list = [] open_list.append(start_node) while len(open_list) > 0: current_node = open_list[0] current_index = 0 for index, item in enumerate(open_list): if item.f < current_node.f: current_node = item current_index = index open_list.pop(current_index) closed_list.append(current_node) if current_node == end_node: path = [] current = current_node while current is not None: path.append(current.position) current = current.parent return list(map(lambda t: (t[0], t[1]), path[::-1])) #zwraca odwróconą ściezkę children = [] # można dodać (-1, -1), (-1, 1), (1, -1), (1, 1) dla poruszania się po przekątnej for new_position in [(0, -1), (0, 1), (-1, 0), (1, 0)]: node_position = (current_node.position[0] + new_position[0], current_node.position[1] + new_position[1]) if node_position[0] >= (rows - 1) or node_position[0] <= 0 or node_position[1] >= (rows - 1) \ or node_position[1] <= 0: #spr. czy w kracie continue if node_position in cantwalk: #spr. czy można przejść continue new_node = Node(current_node, node_position) children.append(new_node) didBreak = False for child in children: didBreak = False for closed_child in closed_list: if child == closed_child: didBreak = True break if didBreak: continue if child.position in cantwalk: child.g = current_node.g + 99999 elif child.position in puddles: child.g = current_node.g + 3 else: child.g = current_node.g + 1 child.h = heuristic(child.position, end_node.position) child.f = child.g + child.h for open_node in open_list: if child == open_node and child.g > open_node.g: didBreak = True break if didBreak: continue open_list.append(child) class Dish(object): def __init__(self, dishName, prepTime, eatTime, price): self.dishName = dishName self.preparationTime = prepTime self.eatingTime = eatTime self.price = price class Plate(object): def __init__(self, dish): self.dishName = dish.dishName self.isEmpty = False self.preparationTime = dish.preparationTime self.eatingTime = dish.eatingTime self.price = dish.price def eat(self): time.sleep(self.eatingTime) self.isEmpty = True #zjadanie dania jest oznaczeniem talerza jako pusty (metoda będzie wywoływana przez klienta) class Kitchen(object): def __init__(self, pos): self.readyDishes = queue.Queue(32) #kolejka o maksymalnej długości 32 self.orders = queue.Queue(32) #wyskakiwał mi tu błąd - poprawiłam na dużą literę i jest ok self.pos = pos def makeDish(self): if not self.orders.empty(): plate = self.orders.get() time.sleep(plate.preparationTime) #kuchnia przygotowuje danie przez określony czas self.readyDishes.put(plate) def giveDish(self): if not self.readyDishes.empty(): plate = self.readyDishes.get() return plate else: return None def draw(self, surface): image1 = pygame.image.load(r'kitchen1.png') image1 = pygame.transform.scale(image1, (sizeBetween - 1, sizeBetween - 1)) surface.blit(image1, (13*sizeBetween+1, 0*sizeBetween+1)) image2 = pygame.image.load(r'kitchen2.png') image2 = pygame.transform.scale(image2, (sizeBetween - 1, sizeBetween - 1)) surface.blit(image2, (14*sizeBetween+1, 0*sizeBetween+1)) image3 = pygame.image.load(r'kitchen3.png') image3 = pygame.transform.scale(image3, (sizeBetween - 1, sizeBetween - 1)) surface.blit(image3, (13*sizeBetween+1, 1*sizeBetween+1)) image4 = pygame.image.load(r'kitchen4.png') image4 = pygame.transform.scale(image4, (sizeBetween - 1, sizeBetween - 1)) surface.blit(image4, (14*sizeBetween+1, 1*sizeBetween+1)) class Client(object): def __init__(self, age, sex, budget): self.age = age self.sex = sex self.myPlate = None self.budget = budget self.myTable = 0 #domyślnie klient nie siedzi przy żadnym stole def takePlateAndEat(self, plate): self.myPlate = plate plate.eat() def takeASeat(self, table): self.myTable = table class Table(object): def __init__(self, pos, capacity): self.pos = pos self.capacity = capacity def move(self, newx, newy): #metoda do ustawiania stołów poprzez podanie nowych współrzędnych self.pos[0] = newx self.pos[1] = newy def draw(self, surface): image = pygame.image.load(r'Table-croped.png') image = pygame.transform.scale(image, (sizeBetween - 1, sizeBetween - 1)) i = self.pos[0] j = self.pos[1] surface.blit(image, (i*sizeBetween+1, j*sizeBetween+1)) class Waiter(object): def __init__(self, color, pos, direction): self.color = color self.pos = pos #pozycja agenta, zapisana w formie dwuelementowej listy self.posx = pos[0] self.posy = pos[1] self.dirnx = 0 #zmienne dirnx i dirny używane są do ruchu bota i ustalania, w którą stronę jest zwrócony self.dirny = 1 self.plates = [] #lista niesionych przez agenta talerzy, planowo lista par: (talerz, klient) self.direction = direction #kierunek, w ktory jest skierowany bot def moveRandomly(self, noWalkable): rand = random.randrange(1, 5, 1) #losuje w zakresie 1-4 #print(rand) if rand == 1: self.dirnx = -1 self.dirny = 0 self.direction = 'left' if self.pos[0] == 0 or ([self.pos[0] + self.dirnx, self.pos[1] + self.dirny] in noWalkable): #zabezpieczenie przed wyjściem bota poza obszar okna w ruchu losowym self.dirnx *= (-1) #oraz w miejsce, na ktore nie moze wejsc (stoły, kuchania) self.direction = 'right' self.pos = [self.pos[0] + self.dirnx, self.pos[1] + self.dirny] elif rand == 2: self.dirnx = 1 self.dirny = 0 self.direction = 'right' if self.pos[0] == 14 or ([self.pos[0] + self.dirnx, self.pos[1] + self.dirny] in noWalkable): self.dirnx *= (-1) self.direction = 'left' self.pos = [self.pos[0] + self.dirnx, self.pos[1] + self.dirny] elif rand == 3: self.dirnx = 0 self.dirny = -1 if self.pos[1] == 0 or ([self.pos[0] + self.dirnx, self.pos[1] + self.dirny] in noWalkable): self.dirny *= (-1) self.pos = [self.pos[0] + self.dirnx, self.pos[1] + self.dirny] elif rand == 4: self.dirnx = 0 self.dirny = 1 if self.pos[1] == 14 or ([self.pos[0] + self.dirnx, self.pos[1] + self.dirny] in noWalkable): self.dirny *= (-1) self.pos = [self.pos[0] + self.dirnx, self.pos[1] + self.dirny] def moveWithKeyboard(self, noWalkable): #funkcja testowa - bot sterowany z klawiatury for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() keys = pygame.key.get_pressed() for key in keys: if keys[pygame.K_LEFT]: self.dirnx = -1 self.dirny = 0 self.direction = 'left' if self.pos[0] == 0 or ([self.pos[0] + self.dirnx, self.pos[1] + self.dirny] in noWalkable): # zabezpieczenie przed wyjściem bota poza obszar okna w ruchu losowym #self.dirnx *= (-1) break else: self.pos = [self.pos[0] + self.dirnx, self.pos[1] + self.dirny] break # te break musiałam dodać, bo w przeciwnym wypadku zamiast jednego kroku robił 303 - jeden za drugim # nie wiem dlaczego tak było, po zmianie sterowania z klawiatury na bota samego w sobie nie powinno # być z tym problemów, to jest na razie tylko, żeby pokazać, że ten ruch jest elif keys[pygame.K_RIGHT]: self.dirnx = 1 self.dirny = 0 self.direction = 'right' if self.pos[0] == 14 or ([self.pos[0] + self.dirnx, self.pos[1] + self.dirny] in noWalkable): #self.dirnx *= (-1) break else: self.pos = [self.pos[0] + self.dirnx, self.pos[1] + self.dirny] break elif keys[pygame.K_UP]: self.dirnx = 0 self.dirny = -1 if self.pos[1] == 0 or ([self.pos[0] + self.dirnx, self.pos[1] + self.dirny] in noWalkable): #self.dirny *= (-1) break else: self.pos = [self.pos[0] + self.dirnx, self.pos[1] + self.dirny] break elif keys[pygame.K_DOWN]: self.dirnx = 0 self.dirny = 1 if self.pos[1] == 14 or ([self.pos[0] + self.dirnx, self.pos[1] + self.dirny] in noWalkable): #self.dirny *= (-1) break else: self.pos = [self.pos[0] + self.dirnx, self.pos[1] + self.dirny] break def resetPosition(self, pos): self.pos = pos def takePlates(self, kitchen): for i in range(2): plate = kitchen.giveDish() if plate == None: break else: self.plates.append(plate) def giveClientPlate(self, client): plate = self.plates.pop(0) client.takePlateAndEat(plate) def draw(self, surface): image = pygame.image.load(r'waiter_right.png') image = pygame.transform.scale(image, (sizeBetween - 1, sizeBetween - 1)) if self.direction == "right": image = pygame.transform.rotate(image, 270) elif self.direction == "left": image = pygame.transform.rotate(image, 90) elif self.direction == "up": image = pygame.transform.rotate(image, 180) i = self.pos[0] j = self.pos[1] surface.blit(image, (i * sizeBetween + 1, j * sizeBetween + 1)) def goByAStar(self, end): positionList = aStar(self.pos, end) print(positionList) lenght = len(positionList) - 1 for i in range(lenght): movex = positionList[i + 1][0] - positionList[i][0] movey = positionList[i + 1][1] - positionList[i][1] self.posx += movex self.posy += movey self.pos = (self.posx, self.posy) if movex == -1 and movey == 0: self.direction = "left" elif movex == 1 and movey == 0: self.direction = "right" elif movey == -1 and movex == 0: self.direction = "down" else: self.direction = "up" redrawWindow(window) time.sleep(0.5) def drawGrid(width, rows, surface): x = 0 y = 0 for i in range(rows): x = x + sizeBetween y = y + sizeBetween pygame.draw.line(surface, (255, 255, 255), (x, 0), (x, width)) pygame.draw.line(surface, (255, 255, 255), (0, y), (width, y)) def redrawWindow(surface): surface.fill(beige) bot.draw(surface) kitchen.draw(surface) for i in range(len(tables)): tables[i].draw(surface) for i in range(len(puddles)): image = pygame.image.load(r'puddle.png') image = pygame.transform.scale(image, (sizeBetween - 1, sizeBetween - 1)) surface.blit(image, (puddles[i][0]* sizeBetween + 1, puddles[i][1]* sizeBetween + 1)) drawGrid(width, rows, surface) pygame.display.update() def noWalkable(tables, kitchen): list = [] for i in range(len(tables)): list.append(tables[i].pos) list.append(kitchen.pos) return list def main(): global width, rows, bot, beige, white, black, sizeBetween, tables, kitchen, cantwalk, puddles, window # skróty do kolorów beige = (255, 205, 178) white = (255, 255, 255) black = (0, 0, 0) width = 600 rows = 15 sizeBetween = width // rows #wielkość pojedynczej kratki window = pygame.display.set_mode((width, width)) bot = Waiter((255, 0, 0), (12, 8), "right") tables = [] tables.append(Table((0, 3), 1)) tables.append(Table((0, 6), 1)) tables.append(Table((0, 9), 2)) tables.append(Table((0, 12), 2)) tables.append(Table((4, 4), 2)) tables.append(Table((4, 7), 2)) tables.append(Table((4, 10), 2)) tables.append(Table((4, 13), 2)) tables.append(Table((8, 3), 1)) tables.append(Table((8, 6), 1)) tables.append(Table((8, 9), 2)) tables.append(Table((8, 12), 2)) flag = True clock = pygame.time.Clock() kitchen = Kitchen((13, 1)) cantwalk = noWalkable(tables, kitchen) # lista pozycji, na ktore bot nie moze wejsc puddles = [] puddles.append((7, 10)) puddles.append((2, 5)) puddles.append((3, 12)) puddles.append((10, 3)) puddles.append((6, 2)) puddles.append((12, 10)) puddles.append((1, 4)) while flag: pygame.time.delay(100) clock.tick(60) redrawWindow(window) #bot.moveRandomly(list) goal = (1,5) bot.goByAStar(goal) time.sleep(120) flag = False main()