Inteligentna_smieciarka/main.py

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import pygame
import random
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from bfs import bfs
from state import State
import time
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from garbage_truck import GarbageTruck
pygame.init()
WIDTH, HEIGHT = 800, 800
window = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Intelligent Garbage Collector")
AGENT_IMG = pygame.image.load("garbage-truck-nbg.png")
AGENT = pygame.transform.scale(AGENT_IMG, (50, 50))
DIRT_IMG = pygame.image.load("dirt.jpg")
DIRT = pygame.transform.scale(DIRT_IMG, (50, 50))
GRASS_IMG = pygame.image.load("grass.png")
GRASS = pygame.transform.scale(GRASS_IMG, (50, 50))
SAND_IMG = pygame.image.load("sand.jpeg")
SAND = pygame.transform.scale(SAND_IMG, (50, 50))
COBBLE_IMG = pygame.image.load("cobble.jpeg")
COBBLE = pygame.transform.scale(COBBLE_IMG, (50, 50))
FPS = 10
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FIELDCOUNT = 16
FIELDWIDTH = 50
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class Agent:
def __init__(self, rect, direction):
self.rect = rect
self.direction = direction
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def randomize_map(): # tworzenie mapy z losowymi polami
field_array_1 = []
field_array_2 = []
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field_priority = []
for i in range(16):
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temp_priority = []
for j in range(16):
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if i in (0, 1) and j in (0, 1):
field_array_2.append(GRASS)
temp_priority.append(1)
else:
prob = random.uniform(0, 100)
if 0 <= prob <= 10:
field_array_2.append(COBBLE)
temp_priority.append(3)
if 10 < prob <= 20:
field_array_2.append(SAND)
temp_priority.append(2)
else:
field_array_2.append(GRASS)
temp_priority.append(1)
field_array_1.append(field_array_2)
field_array_2 = []
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field_priority.append(temp_priority)
return field_array_1, field_priority
def draw_window(agent, fields):
for i in range(16):
for j in range(16):
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window.blit(fields[i][j], (i * 50, j * 50))
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window.blit(AGENT, (agent.rect.x, agent.rect.y)) # wyswietlanie agenta
pygame.display.update()
def main():
clock = pygame.time.Clock()
run = True
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agent = GarbageTruck(0, 0, pygame.Rect(0, 0, 50, 50), 0) # tworzenie pola dla agenta
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fields, priority_array = randomize_map()
print(priority_array)
print(priority_array[4][8])
while run:
clock.tick(FPS)
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for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
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# keys_pressed = pygame.key.get_pressed()
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draw_window(agent, fields)
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steps = bfs(State(None, None, 0, 0, 'E'), 100, 50, fields)
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for interm in steps:
if interm.action == 'LEFT':
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agent.turn_left()
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elif interm.action == 'RIGHT':
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agent.turn_right()
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elif interm.action == 'FORWARD':
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agent.forward()
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draw_window(agent, fields)
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time.sleep(0.5)
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while True:
pass
pygame.quit()
if __name__ == "__main__":
main()