rotation added to the agent

This commit is contained in:
SaluSL 2021-05-07 19:25:13 +02:00
parent 95f0e67516
commit 5afcc0a1a5
2 changed files with 114 additions and 113 deletions

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src/img/electronics.png Normal file

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@ -45,7 +45,7 @@ def generate_package(a, b):
elif y == 2:
p1 = Package((a, b), x, "Explosive", 'img/package_explosive.png')
elif y == 3:
p1 = Package((a, b), x, "Electronic", 'img/package.png')
p1 = Package((a, b), x, "Electronic", 'img/electronics.png')
elif y == 4:
p1 = Package((a, b), x, "Builders", 'img/package_builders.png')
return p1
@ -57,10 +57,10 @@ def generate_package(a, b):
# Goaltest -test spełnienia celu
def breadth_first_search(istate): # COORDINATES OF A START PLACE
def breadth_first_search(istate, agent_direction): # COORDINATES OF A START PLACE
fringe = []
explored = []
start = Node(istate)
start = Node(istate, agent_direction)
fringe.append(start)
path = []
@ -73,14 +73,20 @@ def breadth_first_search(istate): # COORDINATES OF A START PLACE
if agent.goal_test(elem.state):
# return ciag akcji zbudowany z wykorzystaniem pol parent i action
while elem.parent is not None:
path.append(elem.action)
if type(elem.action) == list:
elem.action.reverse()
for each_action in elem.action:
path.append(each_action)
else:
path.append(elem.action)
elem = elem.parent
path.reverse()
return path
explored.append(elem)
for action, state in elem.successor():
for action, state, direction in elem.successor():
fringe_states = []
explored_states = []
for node in fringe:
@ -89,34 +95,71 @@ def breadth_first_search(istate): # COORDINATES OF A START PLACE
explored_states.append(node2.state)
if state not in fringe_states and state not in explored_states:
x = Node(state)
x = Node(state, direction)
x.parent = elem
x.action = action
fringe.append(x)
class Node:
def __init__(self, state, action=None, parent=None):
def __init__(self, state, agent_direction, action=None, parent=None):
self.state = state
self.action = action
self.parent = parent
self.agent_direction = agent_direction
def successor(self):
neighbours = []
x = self.state[0]
y = self.state[1]
if x < 8:
neighbours.append(("right", (x+1, y)))
if x < 8: # RIGHT NEIGHBOUR
if self.agent_direction == "right":
actions = "move"
elif self.agent_direction == "left":
actions = ["rotate_right", "rotate_right", "move"]
elif self.agent_direction == "up":
actions = ["rotate_right", "move"]
elif self.agent_direction == "down":
actions = ["rotate_left", "move"]
if x > 0:
neighbours.append(("left", (x-1, y)))
neighbours.append((actions, (x + 1, y), "right"))
if y > 0:
neighbours.append(("up", (x, y-1)))
if x > 0: # LEFT NEIGHBOUR
if self.agent_direction == "right":
actions = ["rotate_left", "rotate_left", "move"]
elif self.agent_direction == "left":
actions = "move"
elif self.agent_direction == "up":
actions = ["rotate_left", "move"]
elif self.agent_direction == "down":
actions = ["rotate_right", "move"]
if y < 8:
neighbours.append(("down", (x, y+1)))
neighbours.append((actions, (x - 1, y), "left"))
if y > 0: # UP NEIGHBOUR
if self.agent_direction == "right":
actions = ["rotate_left", "move"]
elif self.agent_direction == "left":
actions = ["rotate_right", "move"]
elif self.agent_direction == "up":
actions = "move"
elif self.agent_direction == "down":
actions = ["rotate_left", "rotate_left", "move"]
neighbours.append((actions, (x, y - 1), "up"))
if y < 8: # DOWN NEIGHBOUR
if self.agent_direction == "right":
actions = ["rotate_right", "move"]
elif self.agent_direction == "left":
actions = ["rotate_left", "move"]
elif self.agent_direction == "up":
actions = ["rotate_left", "rotate_left", "move"]
elif self.agent_direction == "down":
actions = "move"
neighbours.append((actions, (x, y + 1), "down"))
return neighbours
@ -141,7 +184,7 @@ class Shelf:
class Agent:
def __init__(self, pos):
def __init__(self, pos, agent_direction="right"):
self.pos = pos
self.pos_coord = get_position_from_pix(pos)
self.image = IMAGE
@ -149,82 +192,74 @@ class Agent:
self.goal = (0, 0)
self.path = None
self.goal_achieved = False
self.agent_direction = agent_direction
self.image_left = pygame.transform.flip(IMAGE, True, False)
self.image_right = IMAGE
self.image_down = pygame.transform.rotate(self.image_right, -90)
self.image_up = pygame.transform.rotate(self.image_left, -90)
def move(self, key):
if key == pygame.K_UP and self.rect.y - size > 0:
self.rect.move_ip(0, -size)
self.pos = (self.pos[0], self.pos[1] - size)
#
self.pos_coord = get_position_from_pix(self.pos)
if key == pygame.K_DOWN and self.rect.y + size < HEIGHT:
self.rect.move_ip(0, size)
self.pos = (self.pos[0], self.pos[1] + size)
#
self.pos_coord = get_position_from_pix(self.pos)
if key == pygame.K_RIGHT and self.rect.x + size < WIDTH:
self.rect.move_ip(size, 0)
self.pos = (self.pos[0] + size, self.pos[1])
#
self.pos_coord = get_position_from_pix(self.pos)
if key == pygame.K_LEFT and self.rect.x - size > 0:
self.rect.move_ip(-size, 0)
self.pos = (self.pos[0] - size, self.pos[1])
#
self.pos_coord = get_position_from_pix(self.pos)
def move_bfs(self):
if self.path is None or not self.path:
self.goal_achieved = True
# LIFT PACKAGE??
else:
move = self.path.pop(0)
if move == "right":
self.image = self.image_right # ROTATION
if move == "rotate_left":
if self.agent_direction == "right":
self.agent_direction = "up"
self.image = self.image_up
self.rect.move_ip(size, 0)
self.pos = (self.pos[0] + size, self.pos[1])
self.pos_coord = get_position_from_pix(self.pos)
elif move == "left":
self.image = self.image_left # ROTATION
elif self.agent_direction == "left":
self.agent_direction = "down"
self.image = self.image_down
self.rect.move_ip(-size, 0)
self.pos = (self.pos[0] - size, self.pos[1])
self.pos_coord = get_position_from_pix(self.pos)
elif self.agent_direction == "up":
self.agent_direction = "left"
self.image = self.image_left
elif move == "down":
self.image = self.image_down # ROTATION
elif self.agent_direction == "down":
self.agent_direction = "right"
self.image = self.image_right
self.rect.move_ip(0, size)
self.pos = (self.pos[0], self.pos[1] + size)
self.pos_coord = get_position_from_pix(self.pos)
elif move == "rotate_right":
if self.agent_direction == "right":
self.agent_direction = "down"
self.image = self.image_down
elif move == "up":
self.image = self.image_up # ROTATION
elif self.agent_direction == "left":
self.agent_direction = "up"
self.image = self.image_up
self.rect.move_ip(0, -size)
self.pos = (self.pos[0], self.pos[1] - size)
self.pos_coord = get_position_from_pix(self.pos)
elif self.agent_direction == "up":
self.agent_direction = "right"
self.image = self.image_right
else:
print("error: bad path :move_bfs")
elif self.agent_direction == "down":
self.agent_direction = "left"
self.image = self.image_left
def lift_package(self, key):
if key == pygame.K_e:
for package in Package_list:
if package.is_package_up:
package.is_package_up = False
elif package.pos == agent.pos:
package.is_package_up = True
elif move == "move":
if self.agent_direction == "right":
self.rect.move_ip(size, 0)
self.pos = (self.pos[0] + size, self.pos[1])
self.pos_coord = get_position_from_pix(self.pos)
elif self.agent_direction == "left":
self.rect.move_ip(-size, 0)
self.pos = (self.pos[0] - size, self.pos[1])
self.pos_coord = get_position_from_pix(self.pos)
elif self.agent_direction == "up":
self.rect.move_ip(0, -size)
self.pos = (self.pos[0], self.pos[1] - size)
self.pos_coord = get_position_from_pix(self.pos)
elif self.agent_direction == "down":
self.rect.move_ip(0, size)
self.pos = (self.pos[0], self.pos[1] + size)
self.pos_coord = get_position_from_pix(self.pos)
def lift_package_bfs(self):
for package in Package_list:
@ -233,35 +268,6 @@ class Agent:
elif package.pos == agent.pos:
package.is_package_up = True
def rotate(self, key):
if key == pygame.K_a:
self.turn_agent_left()
if key == pygame.K_d:
self.turn_agent_right()
if key == pygame.K_s:
self.turn_agent_down()
if key == pygame.K_w:
self.turn_agent_up()
def turn_agent_left(self):
self.successor = (self.pos_coord[0]-1, self.pos_coord[1])
self.image = self.image_left
def turn_agent_right(self):
self.successor = (self.pos_coord[0]+1, self.pos_coord[1])
self.image = self.image_right
def turn_agent_down(self):
self.successor = (self.pos_coord[0], self.pos_coord[1]-1)
self.image = self.image_down
def turn_agent_up(self):
self.successor = (self.pos_coord[0], self.pos_coord[1]+1)
self.image = self.image_up
def goal_test(self, state):
if state == self.goal:
return True
@ -298,7 +304,7 @@ Package_list = [
generate_package(40, 40)
]
agent.path = breadth_first_search(agent.pos_coord)
agent.path = breadth_first_search(agent.pos_coord, agent.agent_direction)
running = True
while running:
@ -308,9 +314,10 @@ while running:
running = False
if event.type == pygame.KEYDOWN:
agent.move(event.key)
agent.lift_package(event.key)
agent.rotate(event.key)
pass
# agent.move(event.key)
# agent.lift_package(event.key)
# agent.rotate(event.key)
for package in Package_list:
if package.is_package_up:
@ -329,12 +336,7 @@ while running:
if is_dock_empty:
Package_list.append(generate_package(40, 40))
# screen.fill((0, 0, 0))
# pathing
# PATHING
if not agent.goal_achieved:
print(agent.path)
@ -348,8 +350,9 @@ while running:
agent.goal = coord_goals.pop(0)
agent.goal_achieved = False
agent.path = breadth_first_search(agent.pos_coord)
agent.path = breadth_first_search(agent.pos_coord, agent.agent_direction)
# DRAWING
screen.blit(BACKGROUND, [0, 0])
screen.blit(DOCK, [0, 0])
screen.blit(board, board.get_rect())
@ -359,8 +362,6 @@ while running:
for package in Package_list:
screen.blit(package.image, package.rect)
pygame.display.update()
pygame.quit()