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import sys
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import pygame
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screen = []
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objectArray = []
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class Agent:
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def __init__(self, name, xPos, yPos):
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self.name = name
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self.xPos = xPos
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self.yPos = yPos
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def draw(square_num, objectArr):
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#następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła
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#background = pygame.image.load("ścieżka do pliku").convert() #tu ścieżka do zdjęcia w tle
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#screen.blit(background, (0, 0))
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grid_color = (0, 0, 0) #kolor czarny
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grid_size = 500 #rozmiar kraty
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square = grid_size/square_num #rozmiar pojedyńczego kwadracika
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a = 50
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b = 10 #odległości kraty od krawędzi okna
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for i in range(square_num):
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pygame.draw.line(screen, grid_color, (a + i*square, b), (a + i*square, b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a, b + i*square), (a + grid_size, b + i*square), 2)
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pygame.draw.line(screen, grid_color, (a, b + grid_size), (a + grid_size,
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b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a + grid_size, b),
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(a + grid_size, b + grid_size), 2)
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## tutaj rysujemy agenta i inne obiekty juz na gotowej mapie
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## RYSUJEMY AGENTA
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#agent_color = (255, 0, 0)
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circleX = objectArr[0].xPos * square + square + square/ 2 #dodane jedno +square, by śmieciara nie wychodziła poza kratę
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circleY = objectArr[0].yPos * square - square / 2
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#radius = 10
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#pygame.draw.circle(screen, agent_color, (a + circleX, b + circleY), radius)
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truck = pygame.image.load("https://git.wmi.amu.edu.pl/s450737/SI-projekt-smieciarka/src/branch/master/car.png.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 kb_listen(objectArray, gridLength):
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT and objectArray[0].xPos > 0:
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objectArray[0].xPos = objectArray[0].xPos - 1
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if event.key == pygame.K_RIGHT and objectArray[0].xPos < gridLength - 1:
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objectArray[0].xPos = objectArray[0].xPos + 1
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if event.key == pygame.K_UP and objectArray[0].yPos > 1:
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objectArray[0].yPos = objectArray[0].yPos - 1
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if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength:
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objectArray[0].yPos = objectArray[0].yPos + 1
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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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#Tworzymy nowego playera, czy tam agenta
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agent = Agent("smieciarka", 5, 7)
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objectArray.append(agent)
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width = 600
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height = 530
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screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
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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(15, objectArray)
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kb_listen(objectArray, 15)
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pygame.display.update() #by krata pojawiła się w okienku - update powierzchni
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1) Dom nie jest sterta smieci
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∀x (dom(x) ⇒ ¬sterta smieci(x))
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dom(x) ∧ sterta smieci(x) ⇒
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2) Kazdy smiec ma inny typ
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∀x (smiec(x) ⇒ ∃y typ(x, y))
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smiec(x) ⇒ typ(x, d(x))
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3) Kazdy smiec jest albo papierem, plastikiem lub szklem
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∀x (smiec(x) ⇒ papier(x) ∨ szklo(x) ∨ plastik(x))
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smiec(x) ⇒ papier(x) ∨ szklo(x) ∨ plastik(x)
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– Cos nie moze byc jednoczesnie papierem, plasitkiem/szklem ...
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4) Kazda sterta smieci jest albo papierem, plastikiem lub szklem
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∀x (sterta smieci(x) ⇒ papier(x) ∨ szklo(x) ∨ plastik(x))
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sterta smieci(x) ⇒ papier(x) ∨ szklo(x) ∨ plastik(x)
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5) Dom wytwarza smieci
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wytwarza(smieci, dom)
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wytwarza(smieci, dom)
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6) Niektore domy nie maja smieci
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∃x(dom(x) ⇒ ¬smieci(x))
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Wprowadzamy stala Skolema (b)
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dom(b) ∧ smieci(b) ⇒
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7) Kazde dwa obiekty znajduja sie w pewnej odleglosci od siebie
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∀x∀y
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