forked from s444420/AL-2020
137 lines
4.4 KiB
Python
137 lines
4.4 KiB
Python
import sys
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import pygame
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from settings import Settings
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from agent import Agent
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from board import draw_board
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def check_events(agent, board):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RIGHT:
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agent.turn_right()
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elif event.key == pygame.K_LEFT:
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agent.turn_left()
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elif event.key == pygame.K_UP:
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agent.move_forward(board)
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elif event.key == pygame.K_SPACE:
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a_star(board[0][0], board[5][5])
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def update_screen(board, screen, agent):
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draw_board(board)
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agent.blitme()
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pygame.display.flip()
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def get_distance(field, goal_field):
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d = abs(field.x - goal_field.x) + abs(field.y - goal_field.y)
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return d
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def a_star(start_field, goal_field, board):
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closed_set = []
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open_set = []
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path = []
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open_set.append(start_field)
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# start_field.image = pygame.image.load('img/green.png')
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while len(open_set) > 0:
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winner = 0
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for i in range(len(open_set)):
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if open_set[i].f < open_set[winner].f:
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winner = i
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current = open_set[winner]
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if current == goal_field:
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temp = current
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path.append(current)
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while temp.previous is not None:
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path.append(temp.previous)
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temp = temp.previous
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for field in path:
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field.image = pygame.image.load('img/path.png')
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for row in board:
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for field in row:
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field.g = 0
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field.h = 0
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field.f = 0
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return path
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open_set.remove(current)
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closed_set.append(current)
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# current.image = pygame.image.load('img/red.png')
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neighbors = current.neighbors
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for neighbor in neighbors:
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if neighbor not in closed_set:
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temp_g = current.g + neighbor.cost_of_travel
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if neighbor in open_set:
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if temp_g < neighbor.g:
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neighbor.g = temp_g
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else:
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neighbor.g = temp_g
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open_set.append(neighbor)
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# neighbor.image = pygame.image.load('img/green.png')
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neighbor.h = get_distance(neighbor, goal_field)
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neighbor.f = neighbor.g + neighbor.h
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neighbor.previous = current
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def check_turn(agent, next_field):
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if agent.y == next_field.y and next_field.x == agent.x + 1 and agent.turn == "Right":
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return True
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elif agent.y == next_field.y and next_field.x == agent.x - 1 and agent.turn == "Left":
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return True
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elif agent.x == next_field.x and next_field.y == agent.y + 1 and agent.turn == "Down":
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return True
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elif agent.x == next_field.x and next_field.y == agent.y - 1 and agent.turn == "Up":
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return True
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else:
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return False
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def change_turn(agent, next_field):
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if agent.y == next_field.y and next_field.x == agent.x + 1 and agent.turn == "Up":
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agent.turn_right()
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elif agent.y == next_field.y and next_field.x == agent.x + 1 and agent.turn == "Down":
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agent.turn_left()
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elif agent.y == next_field.y and next_field.x == agent.x + 1 and agent.turn == "Left":
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agent.turn_left()
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elif agent.y == next_field.y and next_field.x == agent.x - 1 and agent.turn == "Up":
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agent.turn_left()
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elif agent.y == next_field.y and next_field.x == agent.x - 1 and agent.turn == "Down":
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agent.turn_right()
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elif agent.y == next_field.y and next_field.x == agent.x - 1 and agent.turn == "Right":
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agent.turn_right()
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elif agent.x == next_field.x and next_field.y == agent.y + 1 and agent.turn == "Right":
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agent.turn_right()
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elif agent.x == next_field.x and next_field.y == agent.y + 1 and agent.turn == "Left":
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agent.turn_left()
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elif agent.x == next_field.x and next_field.y == agent.y + 1 and agent.turn == "Up":
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agent.turn_left()
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elif agent.x == next_field.x and next_field.y == agent.y - 1 and agent.turn == "Right":
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agent.turn_left()
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elif agent.x == next_field.x and next_field.y == agent.y - 1 and agent.turn == "Left":
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agent.turn_right()
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elif agent.x == next_field.x and next_field.y == agent.y - 1 and agent.turn == "Down":
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agent.turn_right()
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