astar #4
@ -1,13 +1,25 @@
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import sys
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from queue import PriorityQueue
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import numpy as np
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import astar
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import pygame
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screen = []
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objectArray = []
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collisionsMap = []
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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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@ -53,18 +65,9 @@ class Agent(Object):
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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, 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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def move(self, gridLength, path):
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for (x, y) in path:
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newPos = self.pos.get_moved(x, y)
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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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@ -149,105 +152,13 @@ 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):
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def kb_listen(objectArray, gridLength, path):
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agent = objectArray[0]
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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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#moje
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def manhattan(node1, node2):
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x1, y1 = node1.state[0], node1.state[1]
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x2, y2 = node2.state[0], node2.state[1]
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distance = abs(x1 - x2) + abs(y1 - y2)
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return distance
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def f(state):#tablica z losowymi wagami(kosztami) pól, w astar trzeba zsumować wagę pola z heurystyką - f + manhattan
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weights = np.array([
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 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, 1, 3, 4, 5, 4],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 2],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 6],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 7],
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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, 1, 3, 4, 5, 2],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 6],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 7],
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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, 2],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 2]
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])
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pos_x = state[0]
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pos_y = state[1]
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#print(weights[pos_x][pos_y])
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return weights[pos_x][pos_y]
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class Node: #prawie jak Field w bfs
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def __init__(self, state, parent, action):
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self.state = state #position - (x, y, direction)
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self.parent = parent
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self.action = action
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def succ1(state):
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successors = []#-90 obrót w lewo, +90 obrót w prawo
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print(state[0])#operujemy na 0, 90, 180, 270
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print(state[1])
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right = state[2] + 90
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successors.append((("turn", "right"), (state[0], state[1], right)))
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left = state[2] - 90
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successors.append((("turn", "left"), (state[0], state[1], left)))
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if state[2] == 360:
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state[2] = 0
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if state[2] == -90:
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state[2] = 270
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if (state[0], state[1]) not in black_list:#działa
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if state[2] == 0 and state[0] < 14:
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new_x = state[0]+1
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successors.append((("move forward"), (new_x, state[1], state[2])))
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elif state[2] == 90 and state[1] > 0:
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new_y = state[1]-1
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successors.append((("move forward"), (state[0], new_y, state[2])))
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elif state[2] == 180 and state[0] > 0:
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new_x = state[0]-1
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successors.append((("move forward"), (new_x, state[1], state[2])))
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elif state[2] == 270 and state[1] < 14:
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new_y = state[1]+1
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successors.append((("move forward"), (state[0], new_y, state[2])))
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return successors
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def algorithm():
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opened = PriorityQueue()#może być też lista
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closed = []#już odwiedzone, odrzucone wierzchołki
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first_state = (0, 0, "Right")#x, y, kierunek
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final_state = (14, 14, "Right")
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starting_point = Node(first_state, False, False)
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ending_point = Node(final_state, False, False)
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pos1 = (starting_point.state[0], starting_point.state[1])
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pos2 = (ending_point.state[0], ending_point.state[1])
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opened.put((1, starting_point))
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a = final_state[0]
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b = final_state[1]
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#hole = Hole("astar", Position(a, b))#narysowana dziura w miejscu mety(celu), by sprawdzić, czy działa
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#objectArray.append(hole)
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agent.move(gridLength, path)
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if __name__ == '__main__':
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pygame.init() # inicjalizacja modułów, na razie niepotrzebna
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gridSize = 15
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astar()
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# Tworzymy nowego playera, czy tam agenta
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agent = Agent("smieciarka", Position(0, 0))
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@ -267,16 +178,18 @@ if __name__ == '__main__':
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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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black_list = [(10, 10), (7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (13, 14), (6, 9), (4, 9), (5, 11), (11, 7), (13, 8)]
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#lista obiektów potrzebna do succ1 - na te pole śmieciarka nie wchodzi, więc nie ma ich brać pod uwagę
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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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while 1:
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startPos = (0, 0)
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finalPos = (14, 14)
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astarPath = astar.aStar(weightsMap, startPos, finalPos)
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print(astarPath)
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while True:
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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)
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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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Reference in New Issue
Block a user