movement_planning #2
18
bfs.py
18
bfs.py
@ -1,21 +1,23 @@
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from succ import succ as successors
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from queue import PriorityQueue
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def bfs(istate, goalx, goaly, passedFields):
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fringe = [istate]
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explored = []
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steps = []
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while(fringe):
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while fringe:
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state = fringe.pop(0)
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if state.xpos == goalx and state.ypos == goaly:
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if state.xpos == goalx and state.ypos == goaly:
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steps.insert(0, state)
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while (state.parent != None):
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state = state.parent
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steps.insert(0, state)
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while(state.parent != None):
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state = state.parent
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steps.insert(0, state)
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return steps
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return steps
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element = successors(state, passedFields)
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explored.append((state.xpos, state.ypos, state.orientation))
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for value in element :
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for value in element:
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val = (value.xpos, value.ypos, value.orientation)
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if val not in explored and value not in fringe:
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fringe.append(value)
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45
main.py
45
main.py
@ -28,49 +28,55 @@ class Agent:
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self.rect = rect
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self.direction = direction
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def randomize_map(): # tworzenie mapy z losowymi polami
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fields_list = [DIRT, GRASS, SAND, COBBLE]
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field_array_1 = []
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field_array_2 = []
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field_priority = []
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for i in range(16):
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temp_priority = []
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for j in range(16):
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randomChoiceOfBlock = random.choice(fields_list)
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priorityOfBlock = fields_list.index(randomChoiceOfBlock)
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field_array_2.append([randomChoiceOfBlock,priorityOfBlock])
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if i in (0, 1) and j in (0, 1):
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field_array_2.append(GRASS)
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temp_priority.append(1)
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else:
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prob = random.uniform(0, 100)
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if 0 <= prob <= 10:
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field_array_2.append(COBBLE)
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temp_priority.append(3)
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if 10 < prob <= 20:
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field_array_2.append(SAND)
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temp_priority.append(2)
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else:
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field_array_2.append(GRASS)
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temp_priority.append(1)
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field_array_1.append(field_array_2)
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field_array_2 = []
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return field_array_1
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field_priority.append(temp_priority)
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return field_array_1, field_priority
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def draw_window(agent, fields):
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for i in range(16):
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for j in range(16):
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window.blit(fields[i][j][0], (i * 50, j * 50))
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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
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pygame.display.update()
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#def agent_movement(keys_pressed, agent): # sterowanie
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# if keys_pressed[pygame.K_LEFT] and agent.x > 0:
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# agent.x -= 50
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# if keys_pressed[pygame.K_RIGHT] and agent.x < 750:
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# agent.x += 50
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# if keys_pressed[pygame.K_UP] and agent.y > 0:
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# agent.y -= 50
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# if keys_pressed[pygame.K_DOWN] and agent.y < 750:
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# agent.y += 50
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def main():
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clock = pygame.time.Clock()
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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 = randomize_map()
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fields, priority_array = randomize_map()
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print(priority_array)
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print(priority_array[4][8])
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while run:
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clock.tick(FPS)
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for event in pygame.event.get(): # przechwycanie zamknięcia okna
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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run = False
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#keys_pressed = pygame.key.get_pressed()
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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:
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@ -89,6 +95,5 @@ def main():
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pygame.quit()
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if __name__ == "__main__":
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main()
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Reference in New Issue
Block a user