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master
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s464840-ob
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@ -1,47 +1,10 @@
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from pathlib import Path
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import numpy as np
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import astar
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import sys
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import pygame
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import snn
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import joblib
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import os
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screen = []
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objectArray = []
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collisionsMap = []
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decision_tree = joblib.load(Path('../tree/decisionTreeClassifier'))
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type_map = {
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'glass': 2,
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'others': 0,
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'paper': 4,
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'plastic': 3
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}
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testset_path = Path('../testset')
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testset = [Path(f'{testset_path}/{file}') for file in os.listdir(testset_path)]
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season = 2
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truck_full = 0
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truck_working = 0
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weightsMap = ([1, 2, 1, 4, 5, 2, 7, 8, 5, 4, 15, 3, 4, 5, 8],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 1],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 3],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 3, 3, 8, 5, 4],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 9, 5, 2],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 12, 4, 5, 6],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 7, 3, 4, 5, 7],
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[5, 2, 1, 4, 5, 2, 7, 8, 1, 4, 17, 14, 4, 5, 1],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 3],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 2],
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[5, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 6],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 13, 14, 15, 7],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 14, 4, 14, 1],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 15, 2],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 15, 2])
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class Position:
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def __init__(self, x, y):
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@ -83,12 +46,23 @@ class Agent(Object):
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circleX = 52 + self.pos.x * square
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circleY = 12 + self.pos.y * square
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truck = pygame.image.load("../car.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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truck = pygame.image.load("car.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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truck = pygame.transform.scale(truck, (square, square))
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screen.blit(truck, (circleX, circleY))
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def move(self, newPos):
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self.pos = newPos
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def move(self, event, gridLength):
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if event.key == pygame.K_LEFT:
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newPos = self.pos.get_moved(-1, 0)
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self.move_if_possible(newPos, gridLength)
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if event.key == pygame.K_RIGHT:
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newPos = self.pos.get_moved(1, 0)
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self.move_if_possible(newPos, gridLength)
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if event.key == pygame.K_UP:
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newPos = self.pos.get_moved(0, -1)
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self.move_if_possible(newPos, gridLength)
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if event.key == pygame.K_DOWN:
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newPos = self.pos.get_moved(0, 1)
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self.move_if_possible(newPos, gridLength)
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def move_if_possible(self, newPos, gridLength):
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if movement_allowed(newPos, gridLength):
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@ -96,20 +70,20 @@ class Agent(Object):
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class House(Object):
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def __init__(self, name, pos, **kwargs):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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self.trash_can = {
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"type": kwargs.get('type', np.random.choice(testset)),
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'animal': kwargs.get('animal', np.random.randint(0, 2)),
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'quantity': kwargs.get('quantity', np.random.random() * 0.7 + 0.3),
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'time': kwargs.get('time', np.random.randint(0, 6))
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self.trash_cans = {
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"paper": False,
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"glass": False,
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"plastic": False,
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"bio": False
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}
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def draw(self, square):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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house = pygame.image.load("../house.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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house = pygame.image.load("house.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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house = pygame.transform.scale(house, (square, square))
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screen.blit(house, (x, y))
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@ -121,14 +95,14 @@ class Junkyard(Object):
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"paper": True,
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"glass": True,
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"plastic": True,
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"others": True
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"bio": True
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}
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def draw(self, square):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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junkyard = pygame.image.load("../junkyard.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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junkyard = pygame.image.load("junkyard.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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junkyard = pygame.transform.scale(junkyard, (square, square))
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screen.blit(junkyard, (x, y))
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@ -141,7 +115,7 @@ class Hole(Object):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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hole = pygame.image.load("../hole.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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hole = pygame.image.load("hole.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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hole = pygame.transform.scale(hole, (square, square))
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screen.blit(hole, (x, y))
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@ -172,9 +146,14 @@ def draw(square_num, objectArr):
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(a + grid_size, b + grid_size), 2)
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def kb_listen(objectArray, gridLength, path):
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def kb_listen(objectArray, gridLength):
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agent = objectArray[0]
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#agent.move(gridLength, path)
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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agent.move(event, gridLength)
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if event.type == pygame.QUIT:
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sys.exit()
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if __name__ == '__main__':
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pygame.init() # inicjalizacja modułów, na razie niepotrzebna
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@ -184,11 +163,10 @@ if __name__ == '__main__':
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agent = Agent("smieciarka", Position(0, 0))
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junkyard = Junkyard("wysypisko", Position(10, 10))
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houses = [House(f'dom-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
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(7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (13, 14), (6, 9)
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(7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (14, 14), (6, 9)
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]])]
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holes = [Hole(f'dziura-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
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(4, 9), (5, 11), (11, 7), (13, 8), (0, 1), (1, 1), (2, 1), (14, 13),
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(13, 13), (4, 8), (5, 9), (7, 9), (6, 8), (3, 5), (4, 6), (5, 5)
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(4, 9), (5, 11), (11, 7), (13, 8)
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]])]
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objectArray.append(agent)
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objectArray.append(junkyard)
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@ -196,60 +174,16 @@ if __name__ == '__main__':
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objectArray += holes
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collisionsMap = [[False] * gridSize for _ in range(gridSize)]
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for object in holes:
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for object in objectArray[1:]:
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collisionsMap[object.pos.x][object.pos.y] = True
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width = 610
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height = 530
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screen = pygame.display.set_mode((width, height)) # ustalanie rozmiarów okna
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startPos = (0, 0)
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finalPos = (14, 14)
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astarPath = astar.aStar(weightsMap, collisionsMap, startPos, finalPos)
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checkpoints = [startPos]
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for house in houses:
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checkpoints.append((house.pos.x, house.pos.y))
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checkpoints.append(finalPos)
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astarPath = []
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for i in range(len(checkpoints) - 1):
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path = astar.aStar(weightsMap, collisionsMap, checkpoints[i], checkpoints[i + 1])
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if i == 0:
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astarPath += path
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else:
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astarPath += path[1:]
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print(astarPath)
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pathPos = 0
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nextCheckpoint = 1
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while True:
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agent_x, agent_y = astarPath[pathPos]
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checkpoint_x, checkpoint_y = checkpoints[nextCheckpoint]
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agent.pos = Position(agent_x, agent_y)
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for house in houses:
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if house.pos.x == agent_x and house.pos.y == agent_y \
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and agent_x == checkpoint_x and agent_y == checkpoint_y:
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nextCheckpoint += 1
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house.trash_can['evaluated_type'] = type_map[snn.getPredict(house.trash_can['type'])[0]]
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print('House:', house.name, 'pos:', astarPath[pathPos], 'type:', house.trash_can['type'],
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'evaluated_type:', house.trash_can['evaluated_type'])
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tree_input = np.array([
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house.trash_can['evaluated_type'],
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season,
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house.trash_can['animal'],
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truck_full,
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house.trash_can['quantity'],
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house.trash_can['time'],
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truck_working
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]).reshape(1, -1)
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should_get = decision_tree.predict(tree_input)
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print('Desicion tree input:', tree_input, 'result:', should_get)
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pathPos = pathPos + 1 if pathPos < len(astarPath) - 1 else pathPos
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while 1:
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c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
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screen.fill(c)
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draw(gridSize, objectArray)
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kb_listen(objectArray, gridSize, astarPath)
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pygame.display.update() # by krata pojawiła się w okienku - update powierzc
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pygame.time.wait(100)
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kb_listen(objectArray, gridSize)
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pygame.display.update() # by krata pojawiła się w okienku - update powierzchni
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