3rd part AStar implementation
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96b42fb6c0
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30
main.py
30
main.py
@ -1,4 +1,5 @@
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import sys
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import secrets
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from src.graphics import *
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from src.waiter import *
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@ -7,15 +8,17 @@ if __name__ == "__main__":
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# SETUP
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pygame.init()
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clock = pygame.time.Clock()
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fps = 40
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fps = 2
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graphics = Graphics()
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waiter = Waiter(graphics)
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# init functions
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graphics.drawBackground(waiter.matrix)
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graphics.update(waiter.X, waiter.Y)
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print(waiter.findPath((1, 10)))
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goal = None
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path = [(0, 0)]
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# print(waiter.findPath())
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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@ -29,9 +32,26 @@ if __name__ == "__main__":
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sys.exit()
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break
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graphics.clear(waiter.X, waiter.Y)
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if event.key == pygame.K_r:
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temp = False
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while not temp:
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x = secrets.randbelow(graphics.width)
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y = secrets.randbelow(graphics.height)
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if waiter.matrix.matrix[x][y].walk_through == 1:
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temp = True
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goal = (x, y)
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path = waiter.findPath(goal)
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if path != []:
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temp = path.pop(0)
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print(temp)
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waiter.travel(temp, graphics)
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#graphics.clear(waiter.X, waiter.Y)
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#waiter.update(event, graphics)
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#graphics.update(waiter.X, waiter.Y)
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waiter.update(event, graphics)
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graphics.update(waiter.X, waiter.Y)
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pygame.display.flip()
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clock.tick(fps)
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@ -6,7 +6,7 @@ class Tile:
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if self.type == 'wall':
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self.watch_through = 0
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self.walk_through = 0
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elif self.type == 'table' or self.type == 'bar' or self.type == 'chair':
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elif self.type == 'table' or self.type == 'bar' or self.type == 'chair_front' or self.type == 'chair_back' or self.type == 'chair_left' or self.type == 'chair_right':
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self.watch_through = 1
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self.walk_through = 0
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else:
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179
src/waiter.py
179
src/waiter.py
@ -22,9 +22,8 @@ class Waiter(pygame.sprite.Sprite):
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self.X += x
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self.Y += y
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def update(self, event, graphics):
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RIGHT:
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def update(self, instruction, graphics):
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if instruction == 'L':
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if self.direction == 'N':
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self.direction = 'W'
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elif self.direction == 'S':
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@ -33,7 +32,7 @@ class Waiter(pygame.sprite.Sprite):
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self.direction = 'N'
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elif self.direction == 'W':
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self.direction = 'S'
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if event.key == pygame.K_LEFT:
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if instruction == 'R':
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if self.direction == 'N':
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self.direction = 'E'
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elif self.direction == 'S':
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@ -42,19 +41,20 @@ class Waiter(pygame.sprite.Sprite):
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self.direction = 'S'
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elif self.direction == 'W':
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self.direction = 'N'
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if event.key == pygame.K_UP:
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if instruction == 'F':
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if self.direction == 'N':
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self.move(0, 1, graphics)
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if self.direction == 'S':
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self.move(0, -1, graphics)
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if self.direction == 'S':
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self.move(0, 1, graphics)
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if self.direction == 'E':
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self.move(1, 0, graphics)
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if self.direction == 'W':
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self.move(-1, 0, graphics)
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print(self.X, self.Y)
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#print(self.X, self.Y)
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# AStar
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def findPath(self, goal):
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# Stworzenie startowego i koncowego wierzcholka
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startNode = self.matrix.matrix[self.X][self.Y]
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goalNode = self.matrix.matrix[goal[0]][goal[1]]
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@ -67,17 +67,10 @@ class Waiter(pygame.sprite.Sprite):
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while len(openList) > 0:
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openList.sort(key=getTotalCost)
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currentNode = openList.pop(0)
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closedList.append(currentNode)
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print("\nOpenList")
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for tile in openList:
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print(tile.position, end=" ")
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print("\nClosed List")
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for tile in closedList:
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print(tile.position, end=' ')
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# Tutaj odbywac sie bedzie budowanie sciezki gdy algorytm osiagnie cel
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if currentNode == goalNode:
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path = []
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@ -88,6 +81,7 @@ class Waiter(pygame.sprite.Sprite):
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return path[::-1]
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children = []
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if currentNode.position[0] >= 0:
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if currentNode.position[1] + 1 < len(self.matrix.matrix[0]):
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if self.matrix.matrix[currentNode.position[0]][currentNode.position[1] + 1].walk_through == 1:
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@ -99,54 +93,161 @@ class Waiter(pygame.sprite.Sprite):
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self.matrix.matrix[currentNode.position[0]][currentNode.position[1] - 1])
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if currentNode.position[0] + 1 < len(self.matrix.matrix):
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if currentNode.position[1] + 1 < len(self.matrix.matrix[0]):
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if self.matrix.matrix[currentNode.position[0] + 1][currentNode.position[1] + 1].walk_through == 1:
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children.append(
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self.matrix.matrix[currentNode.position[0] + 1][currentNode.position[1] + 1])
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if currentNode.position[1] - 1 >= 0:
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if self.matrix.matrix[currentNode.position[0] + 1][currentNode.position[1] - 1].walk_through == 1:
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children.append(
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self.matrix.matrix[currentNode.position[0] + 1][currentNode.position[1] - 1])
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if currentNode.position[1] >= 0:
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if self.matrix.matrix[currentNode.position[0] + 1][currentNode.position[1]].walk_through == 1:
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children.append(
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self.matrix.matrix[currentNode.position[0] + 1][currentNode.position[1]])
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if currentNode.position[0] - 1 >= 0:
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if currentNode.position[1] + 1 < len(self.matrix.matrix[0]):
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if self.matrix.matrix[currentNode.position[0] - 1][currentNode.position[1] + 1].walk_through == 1:
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children.append(
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self.matrix.matrix[currentNode.position[0] - 1][currentNode.position[1] + 1])
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if currentNode.position[1] - 1 >= 0:
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if self.matrix.matrix[currentNode.position[0] - 1][currentNode.position[1] - 1].walk_through == 1:
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children.append(
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self.matrix.matrix[currentNode.position[0] - 1][currentNode.position[1] - 1])
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if currentNode.position[1] >= 0:
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if self.matrix.matrix[currentNode.position[0] - 1][currentNode.position[1]].walk_through == 1:
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children.append(
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self.matrix.matrix[currentNode.position[0] - 1][currentNode.position[1]])
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perm = 0
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for child in children:
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#child.parent = currentNode
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for closedChild in closedList:
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if child == closedChild:
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perm = 1
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break
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if perm == 1:
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perm = 0
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continue
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child.parent = currentNode
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child.startCost = currentNode.startCost + 1
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child.heuristic = ((child.position[0] - goalNode.position[0]) ** 2) + (
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(child.position[1] - goalNode.position[1]) ** 2)
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child.heuristic = abs(
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goal[0] - child.position[0]) + abs(goal[1] - child.position[1])
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child.totalCost = child.startCost + child.heuristic
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for openNode in openList:
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if child == openNode and child.startCost >= openNode.startCost:
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if child == openNode and child.startCost > openNode.startCost:
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perm = 1
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continue
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if perm == 1:
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perm = 0
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continue
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#child.parent = currentNode
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openList.append(child)
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def translatePath(self, path):
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currentPosition = (self.X, self.Y)
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currentDirection = self.direction
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output = ''
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for node in path:
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if currentDirection == 'N':
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if currentPosition[0] == node[0]:
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if currentPosition[1] + 1 == node[1]:
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output += 'LLF'
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currentDirection = 'S'
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if currentPosition[1] - 1 == node[1]:
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output += 'F'
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elif currentPosition[1] == node[1]:
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if currentPosition[0] + 1 == node[0]:
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output += 'RF'
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currentDirection = 'E'
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if currentPosition[0] - 1 == node[0]:
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output += 'LF'
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currentDirection = 'W'
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elif currentDirection == 'E':
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if currentPosition[0] == node[0]:
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if currentPosition[1] + 1 == node[1]:
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output += 'RF'
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currentDirection = 'S'
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if currentPosition[1] - 1 == node[1]:
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output += 'LF'
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currentDirection = 'N'
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elif currentPosition[1] == node[1]:
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if currentPosition[0] + 1 == node[0]:
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output += 'F'
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if currentPosition[0] - 1 == node[0]:
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output += 'LLF'
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currentDirection = 'W'
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elif currentDirection == 'S':
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if currentPosition[0] == node[0]:
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if currentPosition[1] + 1 == node[1]:
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output += 'F'
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if currentPosition[1] - 1 == node[1]:
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output += 'LLF'
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currentDirection = 'N'
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elif currentPosition[1] == node[1]:
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if currentPosition[0] + 1 == node[0]:
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output += 'LF'
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currentDirection = 'E'
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if currentPosition[0] - 1 == node[0]:
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output += 'RF'
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currentDirection = 'W'
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elif currentDirection == 'W':
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if currentPosition[0] == node[0]:
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if currentPosition[1] + 1 == node[1]:
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output += 'LF'
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currentDirection = 'S'
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if currentPosition[1] - 1 == node[1]:
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output += 'RF'
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currentDirection = 'N'
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elif currentPosition[1] == node[1]:
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if currentPosition[0] + 1 == node[0]:
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output += 'LLF'
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currentDirection = 'E'
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if currentPosition[0] - 1 == node[0]:
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output += 'F'
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currentPosition = node
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return output
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def travel(self, goal, graphics):
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translatedPath = self.translatePath([goal])
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print('{} - {} - {}'.format(self.direction, goal, translatedPath))
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for character in translatedPath:
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if character == 'F':
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graphics.clear(self.X, self.Y)
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self.update('F', graphics)
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graphics.update(self.X, self.Y)
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if character == 'R':
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#graphics.clear(self.X, self.Y)
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self.update('R', graphics)
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#graphics.update(self.X, self.Y)
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if character == 'L':
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#graphics.clear(self.X, self.Y)
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self.update('L', graphics)
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#graphics.update(self.X, self.Y)
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def getTotalCost(tile):
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return tile.totalCost
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