ProjektAI/kelner/main.py

170 lines
6.5 KiB
Python

import pygame
from kelner.src.components.GridBoard import GridBoard
from kelner.src.components.Waiter import Waiter
from kelner.src.components.Table import Table
from kelner.src.components.Kitchen import Kitchen
from kelner.src.managers.DrawableCollection import DrawableCollection
from kelner.src.managers.MenuManager import MenuManager
from kelner.src.managers.TableManager import TableManager
from kelner.src.managers.WaiterManager import WaiterManager
from kelner.src.algorithms.DecisionTree import Tree_Builder
from kelner.src.managers.KitchenManager import KitchenManager
# create screen consts
Scale = 2 # scale for all images used within project
CellSize = round(50 * Scale) # pixel size of 1 square cell in the grid
PaintOffset = CellSize # pixel size of paint offset for all drawables
GridCountX = 15 # number of columns in grid
GridCountY = 9 # number of rows in grid
ScreenWidth = CellSize * GridCountX + 2 * PaintOffset # screen width in pixels
ScreenHeight = CellSize * GridCountY + 2 * PaintOffset # screen height in pixels
# initialize background
gridBoard = GridBoard(ScreenWidth, ScreenHeight)
# initialize drawable objects manager
drawableManager = DrawableCollection()
# initialize menu manager
menuManager = MenuManager()
##TESTING THE DECISION TREE
# Testing Data
testing_db = [
[1, 0, 0, 0, "Kurczak"],
[0, 1, 0, 0, "Piwo"],
[0, 0, 1, 0, "Pizza"],
[0, 0, 0, 1, "Salad"],
]
# Building a decision tree
Test_Tree = Tree_Builder.build_tree(testing_db)
# Testing the tree
if Tree_Builder.zgadnij(testing_db[0], Test_Tree) == "Kurczak":
print("test1: passed")
else:
print("test1: fail")
if Tree_Builder.zgadnij(testing_db[1], Test_Tree) == "Piwo":
print("test2: passed")
else:
print("test2: fail")
if Tree_Builder.zgadnij(testing_db[2], Test_Tree) == "Pizza":
print("test3: passed")
else:
print("test3: fail")
if Tree_Builder.zgadnij(testing_db[3], Test_Tree) == "Salad":
print("test4: passed")
else:
print("test4: fail")
# initialize waiter component
waiter1 = Waiter(0, 0, 0, GridCountX - 1, 0, GridCountY - 1, CellSize, PaintOffset)
# waiter2 = Waiter(0, GridCountY - 1, 0, GridCountX - 1, 0, GridCountY - 1, CellSize, PaintOffset)
# waiter3 = Waiter(GridCountX - 1, 0, 0, GridCountX - 1, 0, GridCountY - 1, CellSize, PaintOffset)
# waiter4 = Waiter(GridCountX - 1, GridCountY - 1, 0, GridCountX - 1, 0, GridCountY - 1, CellSize, PaintOffset)
# adds waiter to drawable collection
drawableManager.add(waiter1)
# drawableManager.add(waiter2)
# drawableManager.add(waiter3)
# drawableManager.add(waiter4)
# TODO: create kitchen
kitchen = Kitchen(5, GridCountX - 5, 5, GridCountY - 5, CellSize, PaintOffset)
drawableManager.add(kitchen)
kitchenManager = KitchenManager(drawableManager, gridBoard)
# My comment
# initialize a number of tables given in range
for i in range(0, 40):
table = Table(1, GridCountX - 2, 1, GridCountY - 2, CellSize, PaintOffset)
if drawableManager.generatePosition(table):
drawableManager.add(table)
# new thread controlling tables
tableTask = TableManager(drawableManager, menuManager)
tableTask.start()
# new thread controlling waiter
waiter1Task = WaiterManager(drawableManager, [waiter1], kitchenManager)
waiter1Task.start()
# waiter2Task = WaiterManager(drawableManager, [waiter2])
# waiter2Task.start()
#
# waiter3Task = WaiterManager(drawableManager, [waiter3])
# waiter3Task.start()
#
# waiter4Task = WaiterManager(drawableManager, [waiter4])
# waiter4Task.start()
# main loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
tableTask.stop()
waiter1Task.stop()
# waiter2Task.stop()
# waiter3Task.stop()
# waiter4Task.stop()
running = False
# handles keyboard events
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
# checks if new waiter's position to the left is not occupied by other object
if drawableManager.isPositionAvailable(waiter1.getX() - 1, waiter1.getY()):
waiter1.moveLeft()
if event.key == pygame.K_RIGHT:
# checks if new waiter's position to the right is not occupied by other object
if drawableManager.isPositionAvailable(waiter1.getX() + 1, waiter1.getY()):
waiter1.moveRight()
if event.key == pygame.K_UP:
# checks if new waiter's position up is not occupied by other object
if drawableManager.isPositionAvailable(waiter1.getX(), waiter1.getY() - 1):
waiter1.moveUp()
if event.key == pygame.K_DOWN:
# checks if new waiter's position down is not occupied by other object
if drawableManager.isPositionAvailable(waiter1.getX(), waiter1.getY() + 1):
waiter1.moveDown()
if event.key == pygame.K_w:
# checks if new waiter's position to the left is not occupied by other object
if drawableManager.isPositionAvailable(waiter1.getX() - 1, waiter1.getY() - 1):
waiter1.moveLeft()
waiter1.moveUp()
if event.key == pygame.K_d:
# checks if new waiter's position to the right is not occupied by other object
if drawableManager.isPositionAvailable(waiter1.getX() + 1, waiter1.getY() - 1):
waiter1.moveRight()
waiter1.moveUp()
if event.key == pygame.K_s:
# checks if new waiter's position up is not occupied by other object
if drawableManager.isPositionAvailable(waiter1.getX() + 1, waiter1.getY() + 1):
waiter1.moveDown()
waiter1.moveRight()
if event.key == pygame.K_a:
# checks if new waiter's position down is not occupied by other object
if drawableManager.isPositionAvailable(waiter1.getX() - 1, waiter1.getY() + 1):
waiter1.moveDown()
waiter1.moveLeft()
drawableManager.forceRepaint()
# repaints all objects to the screen
# is set only on initial paint or after keyboard event or call to forceRepaint()
if drawableManager.mustRepaint():
if not kitchenManager.is_running():
gridBoard.reinitialize()
gridBoard.draw(drawableManager)
gridBoard.udpdate()