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Author SHA1 Message Date
47465989b2 nowe klasy i drzewo fix 2023-06-26 20:22:48 +02:00
12 changed files with 376 additions and 237 deletions

View File

@ -3,6 +3,6 @@
"",
"\\decisionTree"
],
"SelectedNode": "\\decisionTree\\decisionTree.sav",
"SelectedNode": "\\decisionTree\\treemaker.py",
"PreviewInSolutionExplorer": false
}

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@ -1,11 +1,13 @@
class Field:
def __init__(self, fieldType, plantType, isWet, wetTime, isFertilized, fertilizedTime):
self.fieldType =fieldType # good/bad
self.plantType =plantType # wheat/carrot/cabbage
self.isWet =isWet # yes/no
self.wetTime =wetTime # number
self.isFertilized =isFertilized # yes/no
self.fertilizedTime =fertilizedTime # number
self.fieldType = fieldType # good/bad
self.plantType = plantType # wheat/carrot/cabbage
self.isWet = isWet # yes/no
self.wetTime = wetTime # number
self.isFertilized = isFertilized # yes/no
self.fertilizedTime = fertilizedTime # number
class Plant:
def __init__(self, plantType, growthState):
@ -21,4 +23,16 @@ class Fertilizer:
class Player:
x = 0
y = 0
rotation = 0
rotation = 0
class Watering:
def __init__(self, rain, planted, temperature, sunny, snowy, moist, rotten, dayTime ):
self.rain = rain # yes/no
self.planted = planted # yes/no
self.temperature = temperature # good/bad
self.sunny = sunny
self.snowy = snowy # yes/no
self.moist = moist # yes/no
self.rotten = rotten # yes/no
self.dayTime = dayTime # 1 2 3 4

View File

@ -1,6 +1,7 @@
# -*- coding: utf-8 -*-
#from sklearn.datasets import load_iris
# from sklearn.datasets import load_iris
from sklearn.tree import export_text
from sklearn.tree import DecisionTreeClassifier
@ -8,7 +9,7 @@ import joblib
X1 = []
view = []
with open("decisionTree/database.txt", 'r') as f:
with open("database.txt", 'r') as f:
for line in f:
line = line.strip()
test_list = [int(i) for i in line]
@ -52,14 +53,14 @@ with open("decisionTree/database.txt", 'r') as f:
view.append(x)
X1.append(test_list)
f = open("decisionTree/learning_set.txt", "w") #zapisuje atrybuty s³ownie
f = open("learning_set.txt", "w") # zapisuje atrybuty s?ownie
for i in view:
f.write(str(i)+"\n")
f.close()
Y1 = []
with open("decisionTree/decissions.txt", 'r') as f: #czyta decyzje
with open("decissions.txt", 'r') as f: # czyta decyzje
for line in f:
line = line.strip()
test = int(line)
@ -67,9 +68,9 @@ with open("decisionTree/decissions.txt", 'r') as f: #czyta decyzje
dataset = X1
decision = Y1
labels = ['Rain','Plant','Temperature','Sun','Snow','Moisture','Rotten','Time']
labels = ['Rain', 'Plant', 'Temperature', 'Sun', 'Snow', 'Moisture', 'Rotten', 'Time']
model = DecisionTreeClassifier(random_state=0, max_depth=20).fit(dataset, decision)
filename = 'decisionTree/decisionTree.sav'
filename = 'decisionTree.sav'
print("Model trained")
print("Decision tree:")
print(export_text(model, feature_names=labels))

570
main.py
View File

@ -1,9 +1,19 @@
import joblib
import numpy as np
import pygame
import random
from genetic_algorithm import genetic_algorithm
import torch
from torch import nn
from torchvision import datasets, transforms
from torchvision.transforms import Lambda
from PIL import Image
import astar
from classes import Field, Plant, Fertilizer, Player
from bfs import Node
from bfs import Istate, print_moves, succ
from classes import Field, Player, Watering
from bfs import Istate, succ
from bfs import graphsearch
from board import Grid, Box, Obstacle, getGridBoxes, gridObjects
from screen import SCREEN
@ -14,8 +24,81 @@ from screen import SCREEN
Ucelu = False
SCREENX = 500
SCREENY = 500
device = torch.device('cpu')
model1 = nn.Sequential(nn.Linear(30000, 10000), nn.ReLU(), nn.Linear(10000, 10000), nn.ReLU(), nn.Linear(10000, 10000), nn.Linear(10000, 4), nn.LogSoftmax(dim=-1)).to(device)
# model1.load_state_dict(torch.load("./NN/trained"))
pygame.display.set_caption('Inteligentny Traktor')
plants = [[], [], []]
plants[0].append(Image.open("NN/w1.png"))
plants[0].append(Image.open("NN/w2.png"))
plants[0].append(Image.open("NN/w3.png"))
plants[1].append(Image.open("NN/c1.png"))
plants[1].append(Image.open("NN/c2.png"))
plants[1].append(Image.open("NN/c3.png"))
plants[2].append(Image.open("NN/ca1.png"))
plants[2].append(Image.open("NN/ca2.png"))
plants[2].append(Image.open("NN/ca3.png"))
b = [Image.open("NN/b1.png").convert('RGBA'), Image.open("NN/b2.png").convert('RGBA'), Image.open("NN/b3.png").convert('RGBA')]
def generate(water, fertilizer, plantf):
if water == 1:
new_im = Image.new('RGB', (100, 100),
(160 + random.randint(-10, 10), 80 + random.randint(-10, 10), 40 + random.randint(-10, 10)))
tmp = plants[plantf][random.randint(0, 2)].resize(
(25 + random.randint(-10, 25), 25 + random.randint(-10, 25))).rotate(random.randint(0, 359))
new_im.paste(tmp, (random.randint(0, 50), random.randint(0, 50)), tmp)
if fertilizer:
tmp = b[random.randint(0, 2)].resize(
(20 + random.randint(0, 25), 20 + random.randint(0, 25))).rotate(random.randint(0, 359))
new_im.paste(tmp, (random.randint(25, 75), random.randint(25, 75)), tmp)
else:
if fertilizer:
new_im = Image.new('RGB', (100, 100),
(
50 + random.randint(-10, 10), 25 + random.randint(-10, 10),
0 + random.randint(-10, 10)))
tmp = plants[plantf][random.randint(0, 2)].resize(
(25 + random.randint(-10, 25), 25 + random.randint(-10, 25))).rotate(random.randint(0, 359))
new_im.paste(tmp, (random.randint(0, 50), random.randint(0, 50)), tmp)
tmp = b[random.randint(0, 2)].resize(
(20 + random.randint(0, 25), 20 + random.randint(0, 25))).rotate(random.randint(0, 359))
new_im.paste(tmp, (random.randint(25, 75), random.randint(25, 75)), tmp)
else:
if random.randint(0, 1) == 1:
new_im = Image.new('RGB', (100, 100),
(50 + random.randint(-10, 10), 25 + random.randint(-10, 10),
0 + random.randint(-10, 10)))
else:
new_im = Image.new('RGB', (100, 100),
(160 + random.randint(-10, 10), 80 + random.randint(-10, 10),
40 + random.randint(-10, 10)))
if random.randint(0, 1) == 1: # big
tmp = plants[plantf][random.randint(0, 2)].resize(
(75 + random.randint(-10, 25), 75 + random.randint(-10, 25))).rotate(random.randint(0, 359))
new_im.paste(tmp, (random.randint(0, 15), random.randint(0, 15)), tmp)
else:
tmp = plants[plantf][random.randint(0, 2)].resize(
(random.randint(10, 80), random.randint(10, 80))).rotate(random.randint(0, 359))
datas = tmp.getdata()
new_image_data = []
for item in datas:
# change all white (also shades of whites) pixels to yellow
if item[0] in list(range(190, 256)):
new_image_data.append(
(random.randint(0, 10), 255 + random.randint(-150, 0), random.randint(0, 10)))
else:
new_image_data.append(item)
# update image data
tmp.putdata(new_image_data)
new_im.paste(tmp, (random.randint(0, 30), random.randint(0, 30)), tmp)
return new_im
# COLORS
WHITE = (255, 255, 255)
@ -43,18 +126,19 @@ obstacles = 1
# BFS Variables
startNode = Istate( 1,1,1)
goalNode = [1,1]
startNode = Istate(1, 1, 1)
goalNode = [1, 1]
graph = dict()
pathFound = [] # Store the path in a list box index to draw on later
def drawGrid(sizex,sizey):
wheat_path = []
carrot_path = []
cabbage_path = []
def drawGrid(sizex, sizey):
spaceX = SCREENX // sizex
spaceY = SCREENY // sizey
width = 2
counter = 1
for i in range(sizex):
@ -63,16 +147,18 @@ def drawGrid(sizex,sizey):
g = Grid(50 + i*50, 50 + j*50, spaceX, spaceY)
gridObjects[counter] = g
counter += 1
def generateGraph(row,col):
def generateGraph(row, col):
# This function generates a graph based on the gridObjects instantiated!
sample_graph = {'A':['B','C','E'],
'B':['A','D','E'],
'C':['A','F','G'],
'D':['B'],
'E':['A','B','D'],
'F':['C'],
'G':['C']
}
# sample_graph = {'A': ['B', 'C', 'E'],
# 'B': ['A', 'D', 'E'],
# 'C': ['A', 'F', 'G'],
# 'D': ['B'],
# 'E': ['A', 'B', 'D'],
# 'F': ['C'],
# 'G': ['C']
# }
miniG = {}
for grid in range(len(gridObjects)):
@ -106,9 +192,9 @@ def generateGraph(row,col):
if grid > col: # Away from the Left Border of the Screen
if grid > (col*row)-col: # You are on the Right Border of the screen - You can't go East
miniG[grid] = [gN, gS, gW]
else: # Away from the Right Border of the Screen - You can go East
else: # Away from the Right Border of the Screen - You can go East
miniG[grid] = [gN, gS, gE, gW]
else: # You are on the Left Edge of the screen - You can't go West
else: # You are on the Left Edge of the screen - You can't go West
miniG[grid] = [gN, gS, gE]
# FILTER OUT OBSTACLES FROM THE GRAPH
@ -118,7 +204,7 @@ def generateGraph(row,col):
if grid not in gridObstacle:
# gridObjects.remove(grid) # Dict object has no attribute : 'remove'
# HACK
miniG2[grid] = miniG[grid] # Created a new dictionary that stored the values required
miniG2[grid] = miniG[grid] # Created a new dictionary that stored the values required
# IN-DEPTH FILTER - Filter out obstacles from the neighbors-list
for neigbor in miniG2[grid]:
if neigbor in gridObstacle:
@ -133,12 +219,13 @@ def generateGraph(row,col):
return miniG2
def drawGraph(pathF):
#Draws the path given the path-list
global Ucelu
#print(pathF)
if (Ucelu == False):
def drawGraph(pathF):
# Draws the path given the path-list
global Ucelu
# print(pathF)
if not Ucelu:
for grid in pathF:
# g = gridObjects[grid] # Get the grid-box object mentioned in the path
# x = g.x
@ -151,9 +238,9 @@ def drawGraph(pathF):
if grid == 'rotate_right':
player.rotation = (player.rotation - 90) % 360
if grid == 'rotate_left':
player.rotation = (player.rotation + 90) %360
player.rotation = (player.rotation + 90) % 360
#( player.rotation)
# (player.rotation)
if grid == 'move':
if player.rotation == 0:
@ -169,49 +256,11 @@ def drawGraph(pathF):
if player.y > 0:
player.y = player.y - 1
# if player.x < (x/50 - 1):
# a = 1
# if player.x > (x/50 - 1):
# a =2
# if player.y < (y/50 - 1):
# a =3
# if player.y > (y/50 - 1):
# a =4
#
# if a==1:
# # player.x = x/50 - 1
# player.rotation = 0
# if a==2:
# # player.x = x/50 - 1
# player.rotation = 180
# if a==3:
# # player.y = y/50 - 1
# player.rotation = 270
# if a==4:
# # player.y = y/50 - 1
# player.rotation = 90
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# if player.rotation == 180:
# tmpImg = pygame.transform.flip(tmpImg, True, True)
# tmpImg = pygame.transform.flip(tmpImg, True, False)
#
# #player is seen on the way
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# pygame.display.update()
# # pygame.time.wait(300)
# player.y = y/50 - 1
# player.x = x/50 - 1
# -----------------------------
i = 0
while i < len(T):
j = 0
while j < len(T[i]):
#color = (255, 255, 255, 0)
# color = (255, 255, 255, 0)
if T[i][j].isWet == 0:
# a = 1
color = (160, 80, 40, 0)
@ -219,7 +268,7 @@ def drawGraph(pathF):
# a = 1
color = (50, 25, 0, 0)
#Covers 'player' on the way
# Covers 'player' on the way
pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
if T[i][j].plantType == 1:
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
@ -237,7 +286,6 @@ def drawGraph(pathF):
for obs in obstacleObjects:
obstacleObjects[obs].draw()
for bx in boxObjects:
boxObjects[bx].draw()
@ -252,30 +300,21 @@ def drawGraph(pathF):
tmpImg = pygame.transform.flip(tmpImg, True, True)
tmpImg = pygame.transform.flip(tmpImg, True, False)
#player is seen on the way
# player is seen on the way
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# --------------------------------------
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# # if flip:
# # if flip == True:
# if player.rotation == 180:
# tmpImg = pygame.transform.flip(tmpImg, True, True)
# tmpImg = pygame.transform.flip(tmpImg, True, False)
#
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
pygame.display.update()
pygame.time.wait(300)
SCREEN.fill((WHITE))
SCREEN.fill(WHITE)
# pygame.time.wait(50)
# pygame.draw.rect(SCREEN, WHITE, pygame.Rect(x, y, sx, sy))
Ucelu = True
def UIHandler(mouseObj):
def UIHandler():
# drawGrid(GRIDX, GRIDY)
global Ucelu
drawGrid(10,10)
drawGrid(10, 10)
for grid in gridObjects:
gridObjects[grid].draw()
@ -287,10 +326,10 @@ def UIHandler(mouseObj):
obstacleObjects[obs].draw()
if pathFound:
drawGraph(pathFound)
# Ucelu = False
drawGraph(pathFound)
def eventHandler(kbdObj,mouseObj):
def eventHandler(kbdObj, mouseObj):
global boxes
global obstacles
global startNode
@ -299,7 +338,7 @@ def eventHandler(kbdObj,mouseObj):
global Ucelu
if event.type == pygame.QUIT:
running = False
pygame.quit()
if event.type == pygame.KEYDOWN:
pygame.time.wait(DELAY)
@ -345,15 +384,10 @@ def eventHandler(kbdObj,mouseObj):
# If Key_f is pressed, set goal node
if kbdObj[pygame.K_f]:
gBox = getGridBoxes(int(len(gridObjects)))
# gBox = getGridBoxes()
#x = mouseObj[0]
#y = mouseObj[1]
# x = gBox.x
# y = gBox.y
sx = gBox.sx
sy = gBox.sy
# ----------------------------------------
mseX = mouseObj[0]
mseY = mouseObj[1]
@ -363,42 +397,71 @@ def eventHandler(kbdObj,mouseObj):
y = g.y
sx = g.sx
sy = g.sy
if mseX > x and mseX < x + sx:
if mseY > y and mseY < y + sy:
if x < mseX < x + sx:
if y < mseY < y + sy:
posX = x
posY = y
gridBox = grid
# SCREEN.blit(imgTree, (posX, posY))
# ---------------------------------------
bo = Box(posX, posY, sx, sy, BLUE)
boxObjects[boxes] = bo
# boxes += 1
boxes = 1
# goalNode = GRIDX*GRIDX
# goalNode = (10 * (x + 1) + (y + 1) - 10)
# goalNode.state = int(10 * (posX/50 ) + (posY/50) - 10)
# goalNode[0] = int((posX/50)
# goalNode[1] = int(posY/50) - 10
goalNode = [int(posX/50), int(posY/50)]
# goalNode = [10,10]
print(' goalNode x=', goalNode[0], 'goalNode y=', goalNode[1])
# drzewo decyzyjne:
W = np.random.randint(2, size=(10, 10, 8))
# Wczytywanie modelu z pliku
labels = ['Rain', 'Planted', 'Temperature', 'Sun', 'Snow', 'Moisture', 'Rotten', 'Time']
loaded_model = joblib.load('decisionTree/decisionTreeFinal.sav')
sample = W[goalNode[0]-1][goalNode[1]-1]
# Klasyfikacja przy użyciu wczytanego modelu
predicted_class = loaded_model.predict([sample])
print(labels)
print(sample)
print('Predicted class:', predicted_class)
# Decyzja dotycząca podlania grządek na podstawie przewidzianej etykiety
if predicted_class == [1]:
print('Podlej grządkę')
else:
print('Nie podlewaj grządki')
# pygame.display.update()
print('goalNode x = ', goalNode[0], 'goalNode y = ', goalNode[1])
# goalNode = (x/sx) * (y/sy)
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
# If Key_x is pressed, spawn tree
if kbdObj[pygame.K_t]:
w = random.randint(0, 1)
f = random.randint(0, 1)
print(w)
print(f)
img = generate(w, f, random.randint(0, 2))
img.save('./test/00/test.png')
data_transform = transforms.Compose([
transforms.Resize(size=(100, 100)),
transforms.RandomHorizontalFlip(p=0.5),
transforms.ToTensor(),
Lambda(lambda x: x.flatten())
])
datasets.ImageNet
train_data = datasets.ImageFolder(root="./test",
transform=data_transform,
target_transform=None)
model1.eval()
res = model1(train_data[0][0])
if res[0] == res.max():
print("0 0")
if res[1] == res.max():
print("0 1")
if res[2] == res.max():
print("1 0")
if res[3] == res.max():
print("1 1")
# img.show()
if kbdObj[pygame.K_x]:
obs = Obstacle(mouseObj)
obstacleObjects[obstacles] = obs
@ -417,44 +480,22 @@ def eventHandler(kbdObj,mouseObj):
y = g.y
sx = g.sx
sy = g.sy
if mseX > x and mseX < x + sx:
if mseY > y and mseY < y + sy:
if x < mseX < x + sx:
if y < mseY < y + sy:
posX = x
posY = y
T[int((posX/50)-1)][int((posY/50)-1)].plantType=4
T[int((posX/50)-1)][int((posY/50)-1)].plantType = 4
pygame.display.update()
pygame.time.wait(DELAY)
# if Key_SPACE is pressed, start the magic
if kbdObj[pygame.K_SPACE]:
Ucelu = False
gBox = getGridBoxes(1)
x = gBox.x
y = gBox.y
sx = gBox.sx
sy = gBox.sy
x = (player.x +1) * 50
y = (player.y +1) * 50
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# SCREEN.blit(tmpImg, (50 + 50 * player.x, 50 + 50 * player.y))
# pygame.display.update()
#when on it keeps flashing - among others
#bo = Box(x, y, sx, sy, RED)
#boxObjects[boxes] = bo
# boxes += 1
boxes = 1
# startNode.state = (10 * (player.x + 1) + (player.y + 1) - 10)
startNode.x = player.x + 1
startNode.y = player.y + 1
@ -467,17 +508,14 @@ def eventHandler(kbdObj,mouseObj):
elif player.rotation == 270:
startNode.direction = 4
print(' startNode x=', startNode.x, 'startNode y= ', startNode.y, 'startNode direction =', startNode.direction)
print('startNode x = ', startNode.x, 'startNode y = ', startNode.y, 'startNode direction = ', startNode.direction)
graph = generateGraph(GRIDY,GRIDX)
graph = generateGraph(GRIDY, GRIDX)
print(graph)
# if startNode != goalNode:
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
elem = []
move_list = (graphsearch([], [], goalNode, startNode)) # przeszukiwanie grafu wszerz
move_list = (graphsearch(goalNode, startNode)) # przeszukiwanie grafu wszerz
pathFound = move_list
@ -489,32 +527,11 @@ def eventHandler(kbdObj,mouseObj):
pygame.time.wait(DELAY)
# startNode = goalNode
if kbdObj[pygame.K_b]:
Ucelu = False
gBox = getGridBoxes(1)
x = gBox.x
y = gBox.y
sx = gBox.sx
sy = gBox.sy
x = (player.x +1) * 50
y = (player.y +1) * 50
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# SCREEN.blit(tmpImg, (50 + 50 * player.x, 50 + 50 * player.y))
# pygame.display.update()
#when on it keeps flashing - among others
#bo = Box(x, y, sx, sy, RED)
#boxObjects[boxes] = bo
# boxes += 1
boxes = 1
# startNode.state = (10 * (player.x + 1) + (player.y + 1) - 10)
startNode.x = player.x + 1
startNode.y = player.y + 1
@ -527,24 +544,12 @@ def eventHandler(kbdObj,mouseObj):
elif player.rotation == 270:
startNode.direction = 4
print(' startNode x=', startNode.x, 'startNode y= ', startNode.y, 'startNode direction =', startNode.direction)
print('startNode x = ', startNode.x, 'startNode y = ', startNode.y, 'startNode direction = ', startNode.direction)
# startNode = (((player.x + 1)*10 - 9) * (player.y + 1) )
# startNode = 2
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# pygame.display.update()
# Delay to avoid multiple spawning of objects
#pygame.time.wait(DELAY)
graph = generateGraph(GRIDY,GRIDX)
graph = generateGraph(GRIDY, GRIDX)
print(graph)
# if startNode != goalNode:
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
elem = []
move_list = (astar.graphsearch([], astar.f, [], goalNode, startNode, T, succ)) # przeszukiwanie grafu wszerz
@ -555,17 +560,150 @@ def eventHandler(kbdObj,mouseObj):
print(move_list)
print('\n')
# else:
# startNode = (10 * (player.x + 1) + (player.y + 1) - 10)
# Ucelu = True
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
#With it it keeps going, if without it turns off
if kbdObj[pygame.K_g]:
global wheat_path
if not wheat_path:
wheat = [(player.x+1, player.y+1), (4, 3), (6, 3), (7, 3), (9, 3), (10, 3), (5, 4), (5, 5), (6, 5), (10, 5), (3, 6), (4, 6), (6, 7), (7, 7), (8, 7)]
wheat_path = genetic_algorithm(wheat, player)
print("Best wheat path:", wheat_path)
if T[player.x][player.y].plantType != 0:
T[player.x][player.y].plantType = 0
if len(wheat_path) > 1:
Ucelu = False
boxes = 1
startNode.x = player.x + 1
startNode.y = player.y + 1
if player.rotation == 0:
startNode.direction = 1
elif player.rotation == 90:
startNode.direction = 2
elif player.rotation == 180:
startNode.direction = 3
elif player.rotation == 270:
startNode.direction = 4
generateGraph(GRIDY, GRIDX)
goalNode = [wheat_path[1][0], wheat_path[1][1]]
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
move_list = astar.graphsearch([], astar.f, [], goalNode, startNode, T, succ) # przeszukiwanie grafu wszerz
pathFound = move_list
wheat_path.pop(0)
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
else:
print("All wheat collected!")
if kbdObj[pygame.K_h]:
global carrot_path
if not carrot_path:
carrot = [(player.x+1, player.y+1), (3, 1), (9, 2), (1, 3), (5, 3), (4, 4), (6, 4), (7, 4), (8, 4), (3, 5), (9, 5), (6, 6), (10, 10)]
carrot_path = genetic_algorithm(carrot, player)
print("Best carrot path:", carrot_path)
if T[player.x][player.y].plantType != 0:
T[player.x][player.y].plantType = 0
if len(carrot_path) > 1:
Ucelu = False
boxes = 1
startNode.x = player.x + 1
startNode.y = player.y + 1
if player.rotation == 0:
startNode.direction = 1
elif player.rotation == 90:
startNode.direction = 2
elif player.rotation == 180:
startNode.direction = 3
elif player.rotation == 270:
startNode.direction = 4
generateGraph(GRIDY, GRIDX)
goalNode = [carrot_path[1][0], carrot_path[1][1]]
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
move_list = astar.graphsearch([], astar.f, [], goalNode, startNode, T, succ) # przeszukiwanie grafu wszerz
pathFound = move_list
carrot_path.pop(0)
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
else:
print("All carrot collected!")
if kbdObj[pygame.K_j]:
global cabbage_path
if not cabbage_path:
cabbage = [(player.x+1, player.y+1), (5, 1), (5, 2), (8, 3), (1, 4), (2, 4), (1, 5), (4, 5), (9, 6), (1, 8), (2, 8), (3, 8), (4, 8), (5, 8)]
cabbage_path = genetic_algorithm(cabbage, player)
print("Best cabbage path:", cabbage_path)
if T[player.x][player.y].plantType != 0:
T[player.x][player.y].plantType = 0
if len(cabbage_path) > 1:
Ucelu = False
boxes = 1
startNode.x = player.x + 1
startNode.y = player.y + 1
if player.rotation == 0:
startNode.direction = 1
elif player.rotation == 90:
startNode.direction = 2
elif player.rotation == 180:
startNode.direction = 3
elif player.rotation == 270:
startNode.direction = 4
generateGraph(GRIDY, GRIDX)
goalNode = [cabbage_path[1][0], cabbage_path[1][1]]
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
move_list = astar.graphsearch([], astar.f, [], goalNode, startNode, T, succ) # przeszukiwanie grafu wszerz
pathFound = move_list
cabbage_path.pop(0)
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
else:
print("All cabbage collected!")
# Ucelu = False
T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,2,1,0,0,0),Field(1,3,0,0,0,0),Field(0,3,0,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
@ -576,20 +714,7 @@ T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,2,1,0,0,0),Field(1,3,0,0,0,0
[Field(1,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,0,1,0,0,0),Field(0,0,1,0,0,0),Field(0,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,3,1,0,0,0),Field(1,2,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(0,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(0,2,1,0,0,0),Field(0,3,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,0,0,0,0),Field(0,1,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)]]
#T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,2,1,0,0,0),Field(1,3,0,0,0,0),Field(0,3,0,0,0,0),Field(0,0,1,0,0,0),Field(0,3,0,0,0,0),Field(1,0,1,0,0,0),Field(1,3,0,0,0,0),Field(1,2,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,1,0,0,0,0)],
# [Field(0,2,1,0,0,0),Field(0,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0),Field(0,2,1,0,0,0),Field(0,1,1,0,0,0),Field(0,2,0,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0),Field(1,1,0,0,0,0)],
# [Field(1,0,1,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,1,0,0,0,0),Field(0,0,0,0,0,0),Field(1,2,0,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0)],
# [Field(1,3,0,0,0,0),Field(0,3,1,0,0,0),Field(1,2,1,0,0,0),Field(1,1,1,0,0,0),Field(0,1,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,0,0,0,0),Field(1,0,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,1,0,0,0,0),Field(0,2,0,0,0,0),Field(0,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,1,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,0,1,0,0,0),Field(0,0,1,0,0,0),Field(0,1,0,0,0,0),Field(1,2,1,0,0,0),Field(1,2,1,0,0,0),Field(1,0,0,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,3,1,0,0,0),Field(1,2,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(0,1,1,0,0,0),Field(1,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,1,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(0,2,1,0,0,0),Field(0,3,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,0,0,0,0),Field(1,2,1,0,0,0),Field(1,2,1,0,0,0)],
# [Field(1,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,0,0,0,0),Field(0,1,1,0,0,0),Field(0,0,1,0,0,0),Field(0,1,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0)]]
[Field(1,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,0,0,0,0),Field(0,1,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,2,1,0,0,0)]]
# =========================================================================================
@ -608,12 +733,12 @@ while running:
for event in pygame.event.get():
kbd = pygame.key.get_pressed()
mse = pygame.mouse.get_pos()
UIHandler(mse)
UIHandler()
eventHandler(kbd, mse)
pygame.display.update()
# CLOCK.tick(FPS)
#screen.fill((175, 255, 50, 0))
# screen.fill((175, 255, 50, 0))
# SCREEN.fill((WHITE))
imgWheat = pygame.image.load('img/wheat.png')
@ -635,8 +760,10 @@ while running:
else:
# a = 1
color = (50, 25, 0, 0)
#colour from the beginning
# colour from the beginning
pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
if T[i][j].plantType == 0:
pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
if T[i][j].plantType == 1:
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 2:
@ -646,10 +773,13 @@ while running:
if T[i][j].plantType == 4:
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
j = j + 1
i = i + 1
font = pygame.font.SysFont('comicsans', 22)
labelx = font.render('temp:22 |rain:none |snow:none |sun:cloudy |time:evening', True, (0, 0, 0))
SCREEN.blit(labelx, (10, 10))
i = 0
while i < len(T)+1:
pygame.draw.line(SCREEN, (0, 0, 0), (50 + i * 50, 50), (50 + i * 50, 50 + len(T) * 50), 1)
@ -660,35 +790,29 @@ while running:
obstacleObjects[obs].draw()
# if startNode.state != goalNode.state:
if startNode.x != goalNode[0] or startNode.y != goalNode[1] :
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
for bx in boxObjects:
boxObjects[bx].draw()
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
if player.rotation == 180:
tmpImg = pygame.transform.flip(tmpImg, True, True)
tmpImg = pygame.transform.flip(tmpImg, True, False)
#player seen at the beginning
# player seen at the beginning
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# if Ucelu == False:
# for bx in boxObjects:
# boxObjects[bx].draw()
font = pygame.font.SysFont('comicsans', 18)
label = font.render('f- punkt końcowy, x- drzewa, spacja- uruchomienie', 1, (0, 0, 0))
label1 = font.render('strzałki-ręczne poruszanie traktorem,', 1, (0, 0, 0))
label2 = font.render('a- obrót w lewo, d- w prawo, w-ruch naprzód', 1, (0, 0, 0))
label3 = font.render('b - uruchom A*', 1, (0, 0, 0))
SCREEN.blit(label, (10, 570))
SCREEN.blit(label1, (10, 590))
SCREEN.blit(label2, (10, 610))
label = font.render('F - cel | X - drzewo', True, (0, 0, 0))
label1 = font.render('ARROWS - ręczne poruszanie', True, (0, 0, 0))
label2 = font.render('A - lewo | D - prawo | W - ruch', True, (0, 0, 0))
label3 = font.render('SPACE - BFS | B - A*', True, (0, 0, 0))
label4 = font.render('G - GA pszenica | H - GA marchewki | J - GA kapusty', True, (0, 0, 0))
SCREEN.blit(label, (10, 555))
SCREEN.blit(label1, (10, 580))
SCREEN.blit(label2, (10, 605))
SCREEN.blit(label3, (10, 630))
SCREEN.blit(label4, (10, 655))
# pygame.display.flip()
@ -697,4 +821,4 @@ while running:
# Done! Time to quit.
pygame.quit()
pygame.quit()