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44 changed files with 61 additions and 2259 deletions

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{
"CurrentProjectSetting": null
}

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{
"ExpandedNodes": [
""
],
"SelectedNode": "\\C:\\Users\\zmysz\\Desktop\\nowy-inteligentny-traktor",
"PreviewInSolutionExplorer": false
}

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from PIL import Image
import random
plants = [[], [], []]
plants[0].append(Image.open("w1.png"))
plants[0].append(Image.open("w2.png"))
plants[0].append(Image.open("w3.png"))
plants[1].append(Image.open("c1.png"))
plants[1].append(Image.open("c2.png"))
plants[1].append(Image.open("c3.png"))
plants[2].append(Image.open("ca1.png"))
plants[2].append(Image.open("ca2.png"))
plants[2].append(Image.open("ca3.png"))
b = [Image.open("b1.png").convert('RGBA'), Image.open("b2.png").convert('RGBA'), Image.open("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
for x in range(0, 1000):
generate(0, 0, random.randint(0, 2)).save('datasets/00/' + str(x) + '.png')
for x in range(0, 1000):
generate(1, 0, random.randint(0, 2)).save('datasets/10/' + str(x) + '.png')
for x in range(0, 1000):
generate(0, 1, random.randint(0, 2)).save('datasets/01/' + str(x) + '.png')
for x in range(0, 1000):
generate(1, 1, random.randint(0, 2)).save('datasets/11/' + str(x) + '.png')

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import pathlib
import random
import torch
from torch import nn
from torch.utils.data import DataLoader
from torchvision import datasets, transforms
from torchvision.transforms import Lambda
device = torch.device('cpu')
def train(model, dataset, n_iter=100, batch_size=2560000):
optimizer = torch.optim.SGD(model.parameters(), lr=0.01)
criterion = nn.NLLLoss()
dl = DataLoader(dataset, batch_size=batch_size)
model.train()
for epoch in range(n_iter):
for images, targets in dl:
optimizer.zero_grad()
out = model(images.to(device))
loss = criterion(out, targets.to(device))
loss.backward()
optimizer.step()
if epoch % 10 == 0:
print('epoch: %3d loss: %.4f' % (epoch, loss))
image_path_list = list(pathlib.Path('./').glob("*/*/*.png"))
random_image_path = random.choice(image_path_list)
data_transform = transforms.Compose([
transforms.Resize(size=(100, 100)),
transforms.RandomHorizontalFlip(p=0.5),
transforms.ToTensor(),
Lambda(lambda x: x.flatten())
])
train_data = datasets.ImageFolder(root="./datasets",
transform=data_transform,
target_transform=None)
model1 = nn.Sequential(nn.Linear(30000, 10000), nn.ReLU(), nn.Linear(10000, 10000), nn.ReLU(), nn.Linear(10000, 0000), nn.Linear(10000, 4), nn.LogSoftmax(dim=-1)).to(device)
model1.load_state_dict(torch.load("./trained"))
train(model1, train_data)
torch.save(model1.state_dict(), "./trained")

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astar.py
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from operator import itemgetter
import cart
import copy
class Istate:
def __init__(self, direction, x, y):
self.direction = direction
self.x = x
self.y = y
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
class Node:
def __init__(self, action, direction, parent, x, y):
self.action = action
self.direction = direction
self.parent = parent
self.x = x
self.y = y
def get_action(self):
return self.action
def set_action(self, action):
self.action = action
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_parent(self):
return self.parent
def set_parent(self, parent):
self.parent = parent
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
def fieldCost(T, node):
c = 0
if T[node.x-1][node.y-1].plantType == 1:
c = 2
elif T[node.x-1][node.y-1].plantType == 2:
c = 5
elif T[node.x-1][node.y-1].plantType == 3:
c = 13
elif T[node.x-1][node.y-1].plantType == 4:
c = 100000
else:
c = 0
if T[node.x-1][node.y-1].isWet == 1:
c = c + 4
else:
c = c+1
return c
def cost(T, node):
cost = 0
while node.get_parent() is not None:
cost = cost + fieldCost(T, node)
node = node.get_parent()
return cost
def f(goaltest, map, node):
return cost(map, node) + heuristic(goaltest, node)
def goal_test(elem, goaltest):
if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
return True
else:
return False
def graphsearch(explored, f, fringe, goaltest, istate, map, succ): # przeszukiwanie grafu wszerz
node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y())
fringe.append((node, 0)) # wierzchołki do odwiedzenia z priorytetem
while True:
if not fringe:
return False
elem = fringe.pop(0) # zdejmujemy wierzchołek z kolejki fringe i rozpatrujemy go
temp = copy.copy(elem[0])
if goal_test(elem[0], goaltest) is True: # jeżeli osiągniemy cel w trakcie przeszukiwania grafu wszerz (wjedziemy na pole docelowe) : zwracamy listę ruchów, po których wykonaniu dotrzemy na miejsce
return print_moves(elem[0])
explored.append(elem) # dodajemy wierzchołek do listy wierzchołków odwiedzonych
for (action, state) in succ(temp): # iterujemy po wszystkich możliwych akcjach i stanach otrzymanych dla danego wierzchołka grafu
fringe_tuple = []
fringe_tuple_prio = []
explored_tuple = []
for (x, y) in fringe:
fringe_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
fringe_tuple_prio.append(((x.get_direction(), x.get_x(), x.get_y()), y))
for (x, y) in explored:
explored_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
x = Node(action, state[0], elem[0], state[1], state[2]) # stworzenie nowego wierzchołka, którego rodzicem jest elem
p = f(goaltest, map, x) # liczy priorytet
# print('Koszt =', p)
if state not in fringe_tuple and state not in explored_tuple: # jeżeli stan nie znajduje się na fringe oraz nie znajduje się w liście wierzchołków odwiedzonych
fringe.append((x, p)) # dodanie wierzchołka na fringe
fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
elif state in fringe_tuple:
i = 0
for (state_prio, r) in fringe_tuple_prio:
if str(state_prio) == str(state):
if r > p:
fringe.insert(i, (x, p)) # zamiana state, który należy do fringe z priorytetem r na state z priorytetem p (niższym)
fringe.pop(i + 1)
fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
break
i = i + 1
def heuristic(goaltest, node):
return abs(node.get_x() - goaltest[0]) + abs(node.get_y() - goaltest[1])
def print_moves(elem):
moves_list = []
while elem.get_parent() is not None:
moves_list.append(elem.get_action())
elem = elem.get_parent()
moves_list.reverse()
return moves_list
def succ(elem):
actions_list = []
temp = copy.copy(elem.get_direction())
if temp == 1:
temp = 4
else:
temp = temp - 1
actions_list.append(("rotate_right", (temp, elem.get_x(), elem.get_y())))
temp = copy.copy(elem.get_direction())
if temp == 4:
temp = 1
else:
temp = temp + 1
actions_list.append(("rotate_left", (temp, elem.get_x(), elem.get_y())))
temp_move_south = elem.get_y() - 1
temp_move_west = elem.get_x() - 1
temp_move_east = elem.get_x() + 1
temp_move_north = elem.get_y() + 1
if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
elif cart.Cart.is_move_allowed_succ(elem) == "y + 1":
actions_list.append(("move", (elem.get_direction(), elem.get_x(), temp_move_north)))
elif cart.Cart.is_move_allowed_succ(elem) == "y - 1":
actions_list.append(("move", (elem.get_direction(), elem.get_x(), temp_move_south)))
elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list

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bfs.py
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import cart
import copy
class Istate:
def __init__(self, direction, x, y):
self.direction = direction
self.x = x
self.y = y
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
class Node:
def __init__(self, action, direction, parent, x, y):
self.action = action
self.direction = direction
self.parent = parent
self.x = x
self.y = y
def get_action(self):
return self.action
def set_action(self, action):
self.action = action
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_parent(self):
return self.parent
def set_parent(self, parent):
self.parent = parent
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
def goal_test(goaltest, elem):
if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
return True
else:
return False
def graphsearch(goaltest, istate): # przeszukiwanie grafu wszerz
node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y())
fringe = []
explored = []
fringe.append(node) # wierzchołki do odwiedzenia
while True:
if not fringe:
return False
elem = fringe.pop(0) # zdejmujemy wierzchołek z kolejki fringe i rozpatrujemy go
temp = copy.copy(elem)
if goal_test(goaltest,
elem) is True: # jeżeli osiągniemy cel w trakcie przeszukiwania grafu wsszerz, zwracamy listę ruchów, po których wykonaniu dotrzemy na miejsce
return print_moves(elem)
explored.append(elem) # dodajemy wierzchołek do listy wierzchołków odwiedzonych
for action, state in succ(temp): # iterujemy po wszystkich możliwych akcjach i stanach otrzymanych dla danego wierzchołka grafu
fringe_tuple = []
explored_tuple = []
for x in fringe:
fringe_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
for x in explored:
explored_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
if state not in fringe_tuple and state not in explored_tuple: # jeżeli stan nie znajduje się na fringe oraz nie znajduje się w liście wierzchołków odwiedzonych
x = Node(action, state[0], elem, state[1], state[2]) # stworzenie nowego wierzchołka, którego rodzicem jest elem
fringe.append(x) # dodanie wierzchołka na fringe
def print_moves(elem):
moves_list = []
while elem.get_parent() is not None:
moves_list.append(elem.get_action())
elem = elem.get_parent()
moves_list.reverse()
return moves_list
def succ(elem):
actions_list = []
temp = copy.copy(elem.get_direction())
if temp == 1:
temp = 4
else:
temp = temp - 1
actions_list.append(("rotate_right", (temp, elem.get_x(), elem.get_y())))
temp = copy.copy(elem.get_direction())
if temp == 4:
temp = 1
else:
temp = temp + 1
actions_list.append(("rotate_left", (temp, elem.get_x(), elem.get_y())))
temp_move_south = elem.get_y() - 1
temp_move_west = elem.get_x() - 1
temp_move_east = elem.get_x() + 1
temp_move_north = elem.get_y() + 1
if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
elif cart.Cart.is_move_allowed_succ(elem) == "y + 1":
actions_list.append(("move", (elem.get_direction(), elem.get_x(), temp_move_north)))
elif cart.Cart.is_move_allowed_succ(elem) == "y - 1":
actions_list.append(("move", (elem.get_direction(), elem.get_x(), temp_move_south)))
elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list

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import pygame
from screen import SCREEN
# global SCREEN
global BLACK
global gridObjects
global imgTree
global imgTree
imgTree = pygame.image.load('img/tree.png')
gridObjects = {} # Store grid-box objects from Grid Class
class Grid(object):
# ta klasa rysuje kratę na ekranie
def __init__(self, x, y, sx, sy):
self.x = x
self.y = y
self.sx = sx
self.sy = sy
self.width = 1
def draw(self):
# global SCREEN
global BLACK
# SCREEN = pygame.display.set_mode([600,650])
BLACK = (0, 0, 0)
pygame.draw.rect(SCREEN, BLACK, (self.x, self.y, self.sx, self.sy), self.width)
class Box(object):
# global SCREEN
def __init__(self, x, y, sx, sy, color):
self.x = x
self.y = y
self.sx = sx
self.sy = sy
self.color = color
def draw(self):
# global SCREEN
# SCREEN = pygame.display.set_mode([600,650])
# global BLACK
pygame.draw.rect(SCREEN, self.color, pygame.Rect(self.x, self.y, self.sx, self.sy))
class Obstacle(object):
def __init__(self, mouseObj):
self.mseX = mouseObj[0]
self.mseY = mouseObj[1]
for grid in gridObjects:
g = getGridBoxes(grid)
self.x = g.x
self.y = g.y
self.sx = g.sx
self.sy = g.sy
if self.x < self.mseX < self.x + self.sx:
if self.y < self.mseY < self.y + self.sy:
self.posX = self.x
self.posY = self.y
self.gridBox = grid
def draw(self):
# pygame.draw.rect(SCREEN, GREY, pygame.Rect(self.posX, self.posY, self.sx, self.sy))
global imgTree
SCREEN.blit(imgTree, (self.posX, self.posY))
# pygame.display.update()
def getGridBoxes(grid_box):
global gridObjects
return gridObjects[grid_box]

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cart.py
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import definitions
class Cart:
def __init__(self, direction, x, y):
self.direction = direction # w którą stronę patrzy, zgodnie ze wskazówkami zegara (1 -: godzina 12, 2 : godzina 3, 3 : godzina 6, 4 : godzina 9)
self.x = x
self.y = y
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
def is_move_allowed(self, cart_rect): # sprawdza czy dany ruch, który chce wykonać wózek jest możliwy, zwraca prawdę lub fałsz
if self.direction == definitions.CART_DIRECTION_EAST and cart_rect.x + definitions.BLOCK_SIZE < definitions.WIDTH_MAP:
return True
elif self.direction == definitions.CART_DIRECTION_SOUTH and cart_rect.y - definitions.BLOCK_SIZE > 0:
return True
elif self.direction == definitions.CART_DIRECTION_NORTH and cart_rect.y + definitions.BLOCK_SIZE < definitions.HEIGHT_MAP:
return True
elif self.direction == definitions.CART_DIRECTION_WEST and cart_rect.x - definitions.BLOCK_SIZE > 0:
return True
else:
return False
@staticmethod
def is_move_allowed_succ(
node): # sprawdza czy dany ruch, który chce wykonać wózek jest możliwy, zwraca pozycje po wykonaniu ruchu, wersja node
if node.get_direction() == definitions.CART_DIRECTION_EAST and node.get_x() * definitions.BLOCK_SIZE + definitions.BLOCK_SIZE < definitions.WIDTH_MAP:
return "x + 1"
elif node.get_direction() == definitions.CART_DIRECTION_NORTH and node.get_y() * definitions.BLOCK_SIZE - definitions.BLOCK_SIZE > 0:
return "y - 1"
elif node.get_direction() == definitions.CART_DIRECTION_SOUTH and node.get_y() * definitions.BLOCK_SIZE + definitions.BLOCK_SIZE < definitions.HEIGHT_MAP:
return "y + 1"
elif node.get_direction() == definitions.CART_DIRECTION_WEST and node.get_x() * definitions.BLOCK_SIZE - definitions.BLOCK_SIZE > 0:
return "x - 1"
else:
return False
def move(self):
if self.direction == definitions.CART_DIRECTION_EAST:
self.x = self.x + definitions.BLOCK_SIZE
elif self.direction == definitions.CART_DIRECTION_NORTH:
self.y = self.y + definitions.BLOCK_SIZE
elif self.direction == definitions.CART_DIRECTION_SOUTH:
self.y = self.y - definitions.BLOCK_SIZE
elif self.direction == definitions.CART_DIRECTION_WEST:
self.x = self.x - definitions.BLOCK_SIZE
def rotate_right(self):
if self.direction == 1:
self.direction = 4
else:
self.direction = self.direction - 1
def rotate_left(self):
if self.direction == 4:
self.direction = 1
else:
self.direction = self.direction + 1

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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
class Plant:
def __init__(self, plantType, growthState):
self.plantType = plantType # wheat/carrot/cabbage
self.growthState = growthState # growing/grown
class Fertilizer:
def __init__(self, fertilizerType):
self.fertilizerType = fertilizerType # wheat/carrot/cabbage
class Player:
x = 0
y = 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

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View File

@ -1,23 +0,0 @@
import random
# Generowanie unikalnej losowej linii tekstu
def generate_unique_line(existing_lines):
while True:
line = ''.join(random.choice(['0', '1']) for _ in range(7))
last_digit = random.choice(['1', '2', '3', '0'])
line += last_digit
if line not in existing_lines:
return line
# Generowanie 200 unikalnych linii tekstu
lines = []
while len(lines) < 200:
line = generate_unique_line(lines)
lines.append(line)
# Zapisywanie linii tekstu do pliku
with open('decisionTree/database.txt', 'w') as file:
for line in lines:
file.write(line + '\n')

View File

@ -1,200 +0,0 @@
['rainy', 'planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'noon']
['rainy', 'planted', 'bad', 'too strong', 'snow', 'moist', 'rot', 'morning']
['clear', 'not planted', 'bad', 'good', 'snow', 'moist', 'healthy', 'noon']
['rainy', 'planted', 'good', 'good', 'snow', 'dry', 'healthy', 'sunset']
['rainy', 'planted', 'good', 'too strong', 'snow', 'dry', 'healthy', 'morning']
['rainy', 'planted', 'good', 'good', 'snow', 'dry', 'rot', 'night']
['clear', 'not planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'sunset']
['clear', 'not planted', 'bad', 'good', 'no snow', 'dry', 'healthy', 'noon']
['rainy', 'not planted', 'bad', 'too strong', 'snow', 'dry', 'healthy', 'sunset']
['clear', 'planted', 'bad', 'too strong', 'snow', 'dry', 'healthy', 'morning']
['clear', 'planted', 'good', 'too strong', 'snow', 'moist', 'rot', 'sunset']
['clear', 'not planted', 'bad', 'too strong', 'no snow', 'moist', 'rot', 'night']
['rainy', 'not planted', 'good', 'too strong', 'snow', 'dry', 'rot', 'noon']
['clear', 'not planted', 'good', 'too strong', 'snow', 'dry', 'healthy', 'morning']
['rainy', 'not planted', 'bad', 'too strong', 'no snow', 'dry', 'healthy', 'sunset']
['clear', 'planted', 'bad', 'too strong', 'snow', 'moist', 'healthy', 'morning']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'dry', 'healthy', 'noon']
['rainy', 'planted', 'bad', 'good', 'snow', 'dry', 'healthy', 'morning']
['rainy', 'planted', 'bad', 'too strong', 'snow', 'moist', 'healthy', 'night']
['clear', 'planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'sunset']
['clear', 'planted', 'good', 'too strong', 'no snow', 'dry', 'rot', 'noon']
['rainy', 'planted', 'good', 'good', 'snow', 'moist', 'rot', 'night']
['rainy', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'healthy', 'noon']
['clear', 'planted', 'bad', 'too strong', 'no snow', 'moist', 'rot', 'night']
['rainy', 'planted', 'good', 'good', 'snow', 'moist', 'rot', 'noon']
['rainy', 'planted', 'bad', 'good', 'no snow', 'dry', 'rot', 'night']
['clear', 'planted', 'bad', 'good', 'snow', 'dry', 'rot', 'noon']
['rainy', 'not planted', 'good', 'good', 'snow', 'moist', 'rot', 'noon']
['clear', 'planted', 'good', 'too strong', 'no snow', 'moist', 'rot', 'sunset']
['rainy', 'not planted', 'bad', 'good', 'no snow', 'dry', 'healthy', 'noon']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'dry', 'healthy', 'morning']
['rainy', 'not planted', 'bad', 'good', 'no snow', 'moist', 'rot', 'sunset']
['clear', 'planted', 'good', 'too strong', 'snow', 'dry', 'rot', 'night']
['rainy', 'not planted', 'good', 'good', 'no snow', 'dry', 'rot', 'sunset']
['rainy', 'planted', 'bad', 'too strong', 'no snow', 'moist', 'healthy', 'morning']
['rainy', 'planted', 'bad', 'good', 'snow', 'dry', 'rot', 'noon']
['rainy', 'not planted', 'bad', 'good', 'snow', 'dry', 'healthy', 'sunset']
['clear', 'planted', 'bad', 'good', 'snow', 'moist', 'healthy', 'night']
['clear', 'not planted', 'bad', 'too strong', 'snow', 'moist', 'rot', 'morning']
['rainy', 'not planted', 'good', 'good', 'snow', 'moist', 'healthy', 'sunset']
['clear', 'planted', 'good', 'too strong', 'snow', 'moist', 'healthy', 'sunset']
['clear', 'planted', 'bad', 'good', 'no snow', 'moist', 'rot', 'noon']
['clear', 'planted', 'bad', 'good', 'no snow', 'dry', 'rot', 'morning']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'dry', 'healthy', 'sunset']
['rainy', 'planted', 'good', 'too strong', 'snow', 'dry', 'rot', 'morning']
['rainy', 'planted', 'good', 'good', 'snow', 'dry', 'healthy', 'morning']
['rainy', 'planted', 'bad', 'good', 'no snow', 'moist', 'healthy', 'morning']
['clear', 'planted', 'bad', 'too strong', 'no snow', 'moist', 'healthy', 'morning']
['clear', 'planted', 'bad', 'good', 'snow', 'moist', 'rot', 'sunset']
['clear', 'not planted', 'good', 'good', 'snow', 'dry', 'rot', 'noon']
['rainy', 'planted', 'good', 'good', 'snow', 'dry', 'rot', 'morning']
['clear', 'not planted', 'bad', 'too strong', 'no snow', 'dry', 'rot', 'noon']
['clear', 'planted', 'bad', 'good', 'snow', 'moist', 'rot', 'night']
['clear', 'planted', 'bad', 'good', 'snow', 'dry', 'healthy', 'sunset']
['clear', 'planted', 'good', 'good', 'snow', 'moist', 'rot', 'noon']
['rainy', 'planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'sunset']
['rainy', 'planted', 'good', 'too strong', 'snow', 'moist', 'rot', 'sunset']
['clear', 'not planted', 'good', 'too strong', 'snow', 'dry', 'healthy', 'noon']
['rainy', 'planted', 'good', 'too strong', 'no snow', 'moist', 'rot', 'noon']
['rainy', 'planted', 'bad', 'too strong', 'snow', 'moist', 'rot', 'sunset']
['rainy', 'not planted', 'bad', 'good', 'snow', 'moist', 'healthy', 'noon']
['rainy', 'planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'noon']
['rainy', 'not planted', 'good', 'good', 'snow', 'moist', 'healthy', 'noon']
['clear', 'not planted', 'good', 'too strong', 'snow', 'moist', 'rot', 'morning']
['clear', 'not planted', 'good', 'good', 'snow', 'moist', 'rot', 'sunset']
['rainy', 'planted', 'good', 'good', 'no snow', 'moist', 'rot', 'noon']
['clear', 'not planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'sunset']
['clear', 'planted', 'bad', 'too strong', 'snow', 'moist', 'healthy', 'night']
['rainy', 'not planted', 'good', 'too strong', 'snow', 'moist', 'healthy', 'morning']
['clear', 'not planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'morning']
['clear', 'not planted', 'bad', 'good', 'snow', 'dry', 'rot', 'morning']
['clear', 'not planted', 'bad', 'good', 'snow', 'dry', 'rot', 'sunset']
['rainy', 'not planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'sunset']
['clear', 'not planted', 'bad', 'good', 'snow', 'dry', 'rot', 'night']
['clear', 'planted', 'bad', 'too strong', 'snow', 'dry', 'healthy', 'night']
['rainy', 'planted', 'good', 'too strong', 'snow', 'moist', 'healthy', 'sunset']
['clear', 'not planted', 'bad', 'too strong', 'snow', 'dry', 'healthy', 'morning']
['clear', 'not planted', 'good', 'good', 'snow', 'dry', 'rot', 'night']
['rainy', 'not planted', 'good', 'too strong', 'snow', 'moist', 'healthy', 'night']
['rainy', 'not planted', 'good', 'good', 'no snow', 'dry', 'rot', 'morning']
['rainy', 'planted', 'good', 'too strong', 'snow', 'dry', 'healthy', 'night']
['rainy', 'planted', 'bad', 'good', 'no snow', 'dry', 'healthy', 'morning']
['clear', 'planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'noon']
['rainy', 'not planted', 'bad', 'too strong', 'no snow', 'moist', 'healthy', 'noon']
['rainy', 'not planted', 'bad', 'too strong', 'snow', 'moist', 'healthy', 'noon']
['rainy', 'not planted', 'good', 'good', 'snow', 'dry', 'healthy', 'morning']
['clear', 'planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'morning']
['clear', 'not planted', 'good', 'too strong', 'snow', 'moist', 'healthy', 'night']
['rainy', 'planted', 'bad', 'good', 'no snow', 'dry', 'rot', 'noon']
['rainy', 'not planted', 'bad', 'too strong', 'no snow', 'dry', 'rot', 'sunset']
['clear', 'not planted', 'good', 'too strong', 'snow', 'dry', 'healthy', 'night']
['clear', 'planted', 'bad', 'good', 'snow', 'dry', 'rot', 'morning']
['rainy', 'not planted', 'good', 'good', 'snow', 'dry', 'healthy', 'night']
['clear', 'not planted', 'bad', 'too strong', 'no snow', 'dry', 'healthy', 'night']
['rainy', 'not planted', 'bad', 'good', 'no snow', 'moist', 'healthy', 'sunset']
['rainy', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'rot', 'night']
['clear', 'not planted', 'bad', 'too strong', 'snow', 'dry', 'rot', 'night']
['clear', 'planted', 'bad', 'too strong', 'snow', 'dry', 'rot', 'sunset']
['clear', 'planted', 'good', 'good', 'no snow', 'moist', 'rot', 'sunset']
['rainy', 'not planted', 'bad', 'too strong', 'no snow', 'moist', 'rot', 'noon']
['clear', 'planted', 'good', 'too strong', 'no snow', 'moist', 'healthy', 'morning']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'rot', 'night']
['rainy', 'not planted', 'bad', 'good', 'no snow', 'dry', 'rot', 'sunset']
['clear', 'planted', 'good', 'good', 'no snow', 'dry', 'rot', 'morning']
['clear', 'planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'morning']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'dry', 'rot', 'morning']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'healthy', 'sunset']
['rainy', 'not planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'night']
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['clear', 'not planted', 'bad', 'good', 'no snow', 'moist', 'healthy', 'morning']
['rainy', 'planted', 'good', 'good', 'no snow', 'moist', 'rot', 'night']
['rainy', 'planted', 'good', 'good', 'snow', 'moist', 'healthy', 'night']
['rainy', 'not planted', 'good', 'too strong', 'snow', 'dry', 'healthy', 'night']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'healthy', 'noon']
['clear', 'not planted', 'bad', 'too strong', 'snow', 'moist', 'healthy', 'morning']
['clear', 'planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'noon']
['rainy', 'planted', 'good', 'good', 'no snow', 'dry', 'rot', 'noon']
['rainy', 'not planted', 'good', 'too strong', 'no snow', 'dry', 'rot', 'morning']
['clear', 'planted', 'bad', 'good', 'snow', 'moist', 'healthy', 'sunset']
['rainy', 'not planted', 'good', 'good', 'snow', 'dry', 'rot', 'noon']
['rainy', 'not planted', 'bad', 'good', 'no snow', 'dry', 'healthy', 'sunset']
['rainy', 'planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'morning']
['rainy', 'planted', 'good', 'good', 'snow', 'moist', 'healthy', 'sunset']
['clear', 'planted', 'good', 'too strong', 'no snow', 'moist', 'healthy', 'noon']
['clear', 'planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'sunset']
['clear', 'planted', 'bad', 'good', 'snow', 'dry', 'rot', 'sunset']
['rainy', 'planted', 'good', 'too strong', 'snow', 'moist', 'healthy', 'noon']
['clear', 'planted', 'good', 'too strong', 'no snow', 'dry', 'healthy', 'noon']
['rainy', 'planted', 'bad', 'good', 'no snow', 'dry', 'rot', 'morning']
['clear', 'planted', 'bad', 'too strong', 'no snow', 'dry', 'rot', 'noon']
['clear', 'planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'night']
['clear', 'planted', 'bad', 'good', 'no snow', 'dry', 'healthy', 'noon']
['rainy', 'planted', 'bad', 'too strong', 'no snow', 'moist', 'rot', 'sunset']
['rainy', 'not planted', 'good', 'too strong', 'no snow', 'dry', 'healthy', 'night']
['clear', 'not planted', 'bad', 'too strong', 'no snow', 'dry', 'rot', 'sunset']
['clear', 'not planted', 'bad', 'good', 'snow', 'moist', 'rot', 'morning']
['clear', 'planted', 'bad', 'good', 'snow', 'moist', 'healthy', 'morning']
['clear', 'planted', 'bad', 'good', 'snow', 'moist', 'rot', 'noon']
['rainy', 'planted', 'bad', 'too strong', 'no snow', 'dry', 'healthy', 'night']
['clear', 'not planted', 'bad', 'good', 'no snow', 'moist', 'rot', 'morning']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'rot', 'sunset']
['rainy', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'healthy', 'sunset']
['clear', 'planted', 'good', 'too strong', 'snow', 'dry', 'healthy', 'sunset']
['rainy', 'planted', 'good', 'too strong', 'no snow', 'moist', 'rot', 'morning']
['rainy', 'planted', 'bad', 'too strong', 'no snow', 'moist', 'rot', 'noon']
['rainy', 'planted', 'good', 'too strong', 'snow', 'moist', 'healthy', 'morning']
['rainy', 'not planted', 'good', 'too strong', 'snow', 'dry', 'rot', 'night']
['rainy', 'not planted', 'bad', 'good', 'snow', 'dry', 'healthy', 'night']
['rainy', 'planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'night']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'dry', 'rot', 'night']
['rainy', 'not planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'night']
['clear', 'planted', 'bad', 'too strong', 'no snow', 'dry', 'healthy', 'sunset']
['clear', 'not planted', 'bad', 'good', 'snow', 'moist', 'healthy', 'morning']
['rainy', 'not planted', 'bad', 'good', 'snow', 'dry', 'rot', 'morning']
['clear', 'not planted', 'good', 'good', 'no snow', 'moist', 'rot', 'morning']
['rainy', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'healthy', 'morning']
['rainy', 'not planted', 'bad', 'good', 'no snow', 'dry', 'rot', 'noon']
['rainy', 'not planted', 'good', 'good', 'snow', 'moist', 'rot', 'sunset']
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['clear', 'not planted', 'bad', 'good', 'snow', 'dry', 'rot', 'noon']
['rainy', 'not planted', 'bad', 'too strong', 'no snow', 'moist', 'rot', 'sunset']
['clear', 'planted', 'good', 'good', 'no snow', 'moist', 'rot', 'morning']
['clear', 'planted', 'bad', 'too strong', 'no snow', 'moist', 'rot', 'sunset']
['rainy', 'planted', 'bad', 'too strong', 'snow', 'moist', 'rot', 'noon']
['clear', 'planted', 'bad', 'too strong', 'snow', 'dry', 'healthy', 'noon']
['clear', 'planted', 'good', 'good', 'snow', 'moist', 'healthy', 'night']
['rainy', 'not planted', 'bad', 'good', 'no snow', 'dry', 'rot', 'morning']
['clear', 'not planted', 'good', 'too strong', 'no snow', 'moist', 'rot', 'noon']
['clear', 'planted', 'bad', 'good', 'snow', 'moist', 'rot', 'morning']
['rainy', 'planted', 'bad', 'good', 'snow', 'dry', 'healthy', 'night']
['rainy', 'planted', 'good', 'too strong', 'no snow', 'dry', 'healthy', 'sunset']
['clear', 'not planted', 'good', 'too strong', 'snow', 'moist', 'rot', 'night']
['clear', 'not planted', 'bad', 'good', 'no snow', 'moist', 'rot', 'sunset']
['rainy', 'not planted', 'good', 'good', 'no snow', 'dry', 'healthy', 'sunset']
['rainy', 'not planted', 'good', 'too strong', 'no snow', 'dry', 'healthy', 'sunset']
['rainy', 'not planted', 'bad', 'good', 'snow', 'moist', 'healthy', 'sunset']
['rainy', 'not planted', 'bad', 'too strong', 'no snow', 'dry', 'healthy', 'morning']
['clear', 'planted', 'good', 'too strong', 'snow', 'moist', 'healthy', 'night']
['clear', 'not planted', 'bad', 'good', 'no snow', 'dry', 'rot', 'sunset']
['rainy', 'not planted', 'bad', 'good', 'no snow', 'dry', 'healthy', 'night']
['clear', 'not planted', 'bad', 'too strong', 'snow', 'moist', 'healthy', 'night']
['rainy', 'planted', 'bad', 'good', 'no snow', 'moist', 'rot', 'morning']
['rainy', 'planted', 'bad', 'good', 'snow', 'dry', 'healthy', 'sunset']
['rainy', 'planted', 'bad', 'too strong', 'no snow', 'dry', 'healthy', 'sunset']
['clear', 'planted', 'good', 'too strong', 'no snow', 'dry', 'rot', 'sunset']
['clear', 'not planted', 'good', 'good', 'no snow', 'dry', 'rot', 'night']
['clear', 'not planted', 'bad', 'too strong', 'no snow', 'moist', 'healthy', 'night']
['clear', 'planted', 'good', 'too strong', 'no snow', 'moist', 'rot', 'noon']
['rainy', 'not planted', 'bad', 'too strong', 'no snow', 'moist', 'rot', 'night']
['clear', 'planted', 'bad', 'too strong', 'no snow', 'dry', 'healthy', 'night']
['rainy', 'planted', 'bad', 'good', 'snow', 'moist', 'rot', 'morning']
['clear', 'not planted', 'bad', 'too strong', 'snow', 'moist', 'rot', 'sunset']
['clear', 'not planted', 'bad', 'too strong', 'no snow', 'moist', 'healthy', 'noon']
['rainy', 'not planted', 'good', 'good', 'no snow', 'moist', 'healthy', 'noon']
['clear', 'planted', 'bad', 'too strong', 'snow', 'moist', 'healthy', 'noon']

View File

@ -1,77 +0,0 @@
# -*- coding: utf-8 -*-
# from sklearn.datasets import load_iris
from sklearn.tree import export_text
from sklearn.tree import DecisionTreeClassifier
import joblib
X1 = []
view = []
with open("database.txt", 'r') as f:
for line in f:
line = line.strip()
test_list = [int(i) for i in line]
x = []
if line[0] == "0":
x.append("clear")
else:
x.append("rainy")
if line[1] == "0":
x.append("not planted")
else:
x.append("planted")
if line[2] == "0":
x.append("bad")
else:
x.append("good")
if line[3] == "0":
x.append("good")
else:
x.append("too strong")
if line[4] == "0":
x.append("no snow")
else:
x.append("snow")
if line[5] == "0":
x.append("dry")
else:
x.append("moist")
if line[6] == "0":
x.append("healthy")
else:
x.append("rot")
if line[7] == "0":
x.append("morning")
elif line[7] == "1":
x.append("noon")
elif line[7] == "2":
x.append("sunset")
else:
x.append("night")
view.append(x)
X1.append(test_list)
f = open("learning_set.txt", "w") # zapisuje atrybuty s³ownie
for i in view:
f.write(str(i)+"\n")
f.close()
Y1 = []
with open("decissions.txt", 'r') as f: # czyta decyzje
for line in f:
line = line.strip()
test = int(line)
Y1.append(test)
dataset = X1
decision = Y1
labels = ['Rain', 'Plant', 'Temperature', 'Sun', 'Snow', 'Moisture', 'Rotten', 'Time']
model = DecisionTreeClassifier(random_state=0, max_depth=20).fit(dataset, decision)
filename = 'decisionTree.sav'
print("Model trained")
print("Decision tree:")
print(export_text(model, feature_names=labels))
joblib.dump(model, filename)

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import pygame
pygame.init()
BLOCK_SIZE = 50
WHEAT_COST = 2
CARROT_COST = 5
CABBAGE_COST = 13
TREE_COST = 100000
DIRT_COST = 1
WET_DIRT_COST = 4
CART_DIRECTION_EAST = 1
CART_DIRECTION_NORTH = 2
CART_DIRECTION_SOUTH = 4
CART_DIRECTION_WEST = 3
HEIGHT_AMOUNT, WIDTH_AMOUNT = 11, 11
HEIGHT_MAP, WIDTH_MAP = BLOCK_SIZE * HEIGHT_AMOUNT, BLOCK_SIZE * WIDTH_AMOUNT
HEIGHT, WIDTH = HEIGHT_MAP + BLOCK_SIZE, WIDTH_MAP
IMAGE_SIZE_NEURAL_NETWORK = 16
WINDOW = pygame.display.set_mode((WIDTH, HEIGHT))

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import random
import math
def create_initial_population(population_size, new_list, player):
population = []
for _ in range(population_size):
chromosome = new_list.copy()
chromosome.remove((player.x+1, player.y+1))
random.shuffle(chromosome)
chromosome.insert(0, (player.x+1, player.y+1))
population.append(chromosome)
return population
def calculate_distance(node1, node2):
x1, y1 = node1
x2, y2 = node2
distance = math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2)
return distance
def calculate_fitness(individual):
total_distance = 0
num_nodes = len(individual)
for i in range(num_nodes - 1):
node1 = individual[i]
node2 = individual[i + 1]
distance = calculate_distance(node1, node2)
total_distance += distance
if total_distance == 0:
fitness = float('inf')
return fitness
fitness = 1 / total_distance
return fitness
def crossover(parent1, parent2, player):
child = [(player.x+1, player.y+1)] + [None] * (len(parent1) - 1)
start_index = random.randint(1, len(parent1) - 1)
end_index = random.randint(start_index + 1, len(parent1))
child[start_index:end_index] = parent1[start_index:end_index]
remaining_nodes = [node for node in parent2 if node not in child]
child[1:start_index] = remaining_nodes[:start_index - 1]
child[end_index:] = remaining_nodes[start_index - 1:]
return child
def mutate(individual, mutation_rate):
for i in range(1, len(individual)):
if random.random() < mutation_rate:
j = random.randint(1, len(individual) - 1)
individual[i], individual[j] = individual[j], individual[i]
return individual
def genetic_algorithm(new_list, player):
max_generations = 200
population_size = 200
mutation_rate = 0.1
population = create_initial_population(population_size, new_list, player)
best_individual = None
best_fitness = float('-inf')
for generation in range(max_generations):
fitness_values = [calculate_fitness(individual) for individual in population]
population = [x for _, x in sorted(zip(fitness_values, population), reverse=True)]
fitness_values.sort(reverse=True)
best_individuals = population[:10]
new_population = best_individuals.copy()
while len(new_population) < population_size:
parent1, parent2 = random.choices(best_individuals, k=2)
child = crossover(parent1, parent2, player)
child = mutate(child, mutation_rate)
new_population.append(child)
for individual in best_individuals:
fitness = calculate_fitness(individual)
if fitness > best_fitness:
best_fitness = fitness
best_individual = individual
population = new_population[:population_size]
return best_individual

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840
main.py
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import joblib
import numpy as np
import pygame import pygame
import random
from genetic_algorithm import genetic_algorithm
import torch class Field:
from torch import nn def __init__(self, fieldType, plantType, isWet, wetTime, isFertilized, fertilizedTime):
from torchvision import datasets, transforms self.fieldType = fieldType # good/bad
from torchvision.transforms import Lambda self.plantType = plantType # wheat/carrot/cabbage
from PIL import Image self.isWet = isWet # yes/no
self.wetTime = wetTime # number
self.isFertilized = isFertilized # yes/no
self.fertilizedTime = fertilizedTime # number
import astar
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
# pygame.init() class Plant:
def __init__(self, plantType, growthState):
self.plantType = plantType # wheat/carrot/cabbage
self.growthState = growthState # growing/grown
# Game Constants
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') class Fertilizer:
plants = [[], [], []] def __init__(self, fertilizerType):
plants[0].append(Image.open("NN/w1.png")) self.fertilizerType = fertilizerType # wheat/carrot/cabbage
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): class Player:
if water == 1: x = 0
new_im = Image.new('RGB', (100, 100), y = 0
(160 + random.randint(-10, 10), 80 + random.randint(-10, 10), 40 + random.randint(-10, 10))) rotation = 0
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 = [] T = [[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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)],
for item in datas: [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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)],
# change all white (also shades of whites) pixels to yellow [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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)],
if item[0] in list(range(190, 256)): [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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)],
new_image_data.append( [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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)],
(random.randint(0, 10), 255 + random.randint(-150, 0), random.randint(0, 10))) [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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)],
else: [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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)],
new_image_data.append(item) [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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)],
# update image data [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(0,3,1,0,0,0),Field(0,0,0,0,0,0),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)]]
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)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0, 0)
BLUE = (0, 0, 255, 0)
GREY = (128, 128, 128)
CLOCK = pygame.time.Clock()
FPS = 30
DELAY = 300
# np. 10 pól x 10 pól = 100 pól
GRIDX = 10
GRIDY = 10
obstacleObjects = {} # Store the obstacle objects (Blocks on the path) from Obstacle class
# global gridObjects
# gridObjects = {} # Store grid-box objects from Grid Class
gridObstacle = {} # Store the grid:obstacle pair stuck together
boxObjects = {}
boxes = 1
obstacles = 1
# BFS Variables
startNode = Istate(1, 1, 1)
goalNode = [1, 1]
graph = dict()
pathFound = [] # Store the path in a list box index to draw on later
wheat_path = []
carrot_path = []
cabbage_path = []
def drawGrid(sizex, sizey):
spaceX = SCREENX // sizex
spaceY = SCREENY // sizey
counter = 1
for i in range(sizex):
for j in range(sizey):
# g = Grid(i*spaceX, j*spaceY, spaceX, spaceY)
g = Grid(50 + i*50, 50 + j*50, spaceX, spaceY)
gridObjects[counter] = g
counter += 1
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']
# }
miniG = {}
for grid in range(len(gridObjects)):
grid += 1 # Synchronize index
mod = grid % col # Used to check the Top and Bottom Grid Boxes!
gN = grid - 1
gS = grid + 1
gE = grid + col
gW = grid - col
# CHECK THE NEIGHBORS TO THE GRID-BOXES, ACCOUNTING FOR THE EXTREME GRID-BOXES(BORDERS)
if mod == 0: # 5,10,15,20,25 - You can't go south from here (Bottom Boxes)
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, gW]
else: # Away from the Right Border of the Screen - You can go East
miniG[grid] = [gN, gE, gW]
else: # You are on the Left Edge of the screen - You can't go West
miniG[grid] = [gN, gE]
elif mod == 1: # 6,11,16,21 :> You can't go North from here (Top Boxes)
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] = [gS, gW]
else: # Away from the Right Border of the Screen - You can go east
miniG[grid] = [gS, gE, gW]
else: # You are on the Left Edge of the screen - You can't go West
miniG[grid] = [gS, gE]
else: # All the rest (Not Top or Bottom Boxes) - You can go North or South
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
miniG[grid] = [gN, gS, gE, gW]
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
miniG2 = {}
for grid in range(len(gridObjects)):
grid += 1
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
# IN-DEPTH FILTER - Filter out obstacles from the neighbors-list
for neigbor in miniG2[grid]:
if neigbor in gridObstacle:
miniG2[grid].remove(neigbor)
# Filtering again as the first Filter block didn't clear out everything
# Filtering through the neighbors
for grid in miniG2:
for item in miniG2[grid]:
if item in gridObstacle:
miniG2[grid].remove(item)
return miniG2
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
# y = g.y
# sx = g.sx
# sy = g.sy
# a = 0
# pygame.draw.rect(SCREEN, GREEN, pygame.Rect(x, y, sx, sy))
if grid == 'rotate_right':
player.rotation = (player.rotation - 90) % 360
if grid == 'rotate_left':
player.rotation = (player.rotation + 90) % 360
# (player.rotation)
if grid == 'move':
if player.rotation == 0:
if player.x < 9:
player.x = player.x + 1
if player.rotation == 180:
if player.x > 0:
player.x = player.x - 1
if player.rotation == 270:
if player.y < 9:
player.y = player.y + 1
if player.rotation == 90:
if player.y > 0:
player.y = player.y - 1
i = 0
while i < len(T):
j = 0
while j < len(T[i]):
# color = (255, 255, 255, 0)
if T[i][j].isWet == 0:
# a = 1
color = (160, 80, 40, 0)
else:
# a = 1
color = (50, 25, 0, 0)
# 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))
if T[i][j].plantType == 2:
SCREEN.blit(imgCarrot, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 3:
SCREEN.blit(imgCabbage, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 4:
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
j = j + 1
i = i + 1
# Render the trees
for obs in obstacleObjects:
obstacleObjects[obs].draw()
for bx in boxObjects:
boxObjects[bx].draw()
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)
pygame.draw.line(SCREEN, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 1)
i = i + 1
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)
SCREEN.fill(WHITE)
# pygame.time.wait(50)
# pygame.draw.rect(SCREEN, WHITE, pygame.Rect(x, y, sx, sy))
Ucelu = True
def UIHandler():
# drawGrid(GRIDX, GRIDY)
global Ucelu
drawGrid(10, 10)
for grid in gridObjects:
gridObjects[grid].draw()
for bx in boxObjects:
boxObjects[bx].draw()
for obs in obstacleObjects:
obstacleObjects[obs].draw()
if pathFound:
drawGraph(pathFound)
def eventHandler(kbdObj, mouseObj):
global boxes
global obstacles
global startNode
global goalNode
global pathFound
global Ucelu
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
pygame.time.wait(DELAY)
if event.key == pygame.K_LEFT:
if player.x > 0:
player.x = player.x - 1
player.rotation = 180
if event.key == pygame.K_UP:
if player.y > 0:
player.y = player.y - 1
player.rotation = 90
if event.key == pygame.K_RIGHT:
if player.x < 9:
player.x = player.x + 1
player.rotation = 0
if event.key == pygame.K_DOWN:
if player.y < 9:
player.y = player.y + 1
player.rotation = 270
# Aga start lewo prawo, naprzód
if event.key == pygame.K_a:
player.rotation = (player.rotation + 90) % 360
if event.key == pygame.K_d:
player.rotation = (player.rotation - 90) % 360
if event.key == pygame.K_w:
if player.rotation == 0:
if player.x < 9:
player.x = player.x + 1
if player.rotation == 180:
if player.x > 0:
player.x = player.x - 1
if player.rotation == 270:
if player.y < 9:
player.y = player.y + 1
if player.rotation == 90:
if player.y > 0:
player.y = player.y - 1
# If Key_f is pressed, set goal node
if kbdObj[pygame.K_f]:
gBox = getGridBoxes(int(len(gridObjects)))
sx = gBox.sx
sy = gBox.sy
mseX = mouseObj[0]
mseY = mouseObj[1]
for grid in gridObjects:
g = getGridBoxes(grid)
x = g.x
y = g.y
sx = g.sx
sy = g.sy
if x < mseX < x + sx:
if y < mseY < y + sy:
posX = x
posY = y
bo = Box(posX, posY, sx, sy, BLUE)
boxObjects[boxes] = bo
boxes = 1
goalNode = [int(posX/50), int(posY/50)]
# 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/decisionTree.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')
print('goalNode x = ', goalNode[0], 'goalNode y = ', goalNode[1])
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
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
# print(obs.gridBox)
obstacles += 1
# print(obstacleObjects)
gridObstacle[obs.gridBox] = obstacles
# Delay to avoid multiple spawning of objects
mseX = mouseObj[0]
mseY = mouseObj[1]
for grid in gridObjects:
g = getGridBoxes(grid)
x = g.x
y = g.y
sx = g.sx
sy = g.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
pygame.display.update()
pygame.time.wait(DELAY)
# if Key_SPACE is pressed, start the magic
if kbdObj[pygame.K_SPACE]:
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
print('startNode x = ', startNode.x, 'startNode y = ', startNode.y, 'startNode direction = ', startNode.direction)
graph = generateGraph(GRIDY, GRIDX)
print(graph)
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
move_list = (graphsearch(goalNode, startNode)) # przeszukiwanie grafu wszerz
pathFound = move_list
# pathFound = bfs.graphsearch()
print('akcje które wykonuję by znalezc sie u celu')
print(move_list)
print('\n')
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
# startNode = goalNode
if kbdObj[pygame.K_b]:
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
print('startNode x = ', startNode.x, 'startNode y = ', startNode.y, 'startNode direction = ', startNode.direction)
graph = generateGraph(GRIDY, GRIDX)
print(graph)
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
# pathFound = bfs.graphsearch()
print('akcje które wykonuję by znalezc sie u celu')
print(move_list)
print('\n')
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
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!")
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)],
[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(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,1,0,0,0),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(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[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(0,0,0,0,0,0),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(1,1,1,0,0,0),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(1,0,1,0,0,0)],
[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(1,0,1,0,0,0),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(1,2,1,0,0,0)]]
# =========================================================================================
# no i tutaj mamy główna pętlę programu
pygame.init() pygame.init()
player = Player() player = Player()
screen = pygame.display.set_mode([600, 600])
running = True running = True
# clock = pygame.time.Clock() clock = pygame.time.Clock()
SCREEN.fill(WHITE)
while running: while running:
for event in pygame.event.get(): for event in pygame.event.get():
kbd = pygame.key.get_pressed() if event.type == pygame.QUIT:
mse = pygame.mouse.get_pos() running = False
UIHandler() if event.type == pygame.KEYDOWN:
eventHandler(kbd, mse) if event.key == pygame.K_LEFT:
pygame.display.update() if player.x > 0:
# CLOCK.tick(FPS) player.x = player.x - 1
if event.key == pygame.K_UP:
if player.y > 0:
player.y = player.y - 1
if event.key == pygame.K_RIGHT:
if player.x < 9:
player.x = player.x + 1
if event.key == pygame.K_DOWN:
if player.y < 9:
player.y = player.y + 1
# screen.fill((175, 255, 50, 0)) screen.fill((175, 255, 50))
# SCREEN.fill((WHITE))
imgWheat = pygame.image.load('img/wheat.png') imgWheat = pygame.image.load('img/wheat.png')
imgCarrot = pygame.image.load('img/carrot.png') imgCarrot = pygame.image.load('img/carrot.png')
imgCabbage = pygame.image.load('img/cabbage.png') imgCabbage = pygame.image.load('img/cabbage.png')
imgPlayer = pygame.image.load('img/player.png') imgPlayer = pygame.image.load('img/player.png')
global imgTree
imgTree = pygame.image.load('img/tree.png')
# pygame.display.update()
i = 0 i = 0
while i < len(T): while i < len(T):
j = 0 j = 0
while j < len(T[i]): while j < len(T[i]):
# color = (255, 255, 255, 0) color = (0, 0, 0)
if T[i][j].isWet == 0: if T[i][j].isWet == 0:
# a = 1 color = (160, 80, 40)
color = (160, 80, 40, 0)
else: else:
# a = 1 color = (50, 25, 0)
color = (50, 25, 0, 0) pygame.draw.rect(screen, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
# 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: if T[i][j].plantType == 1:
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j)) screen.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 2: if T[i][j].plantType == 2:
SCREEN.blit(imgCarrot, (50 + 50 * i, 50 + 50 * j)) screen.blit(imgCarrot, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 3: if T[i][j].plantType == 3:
SCREEN.blit(imgCabbage, (50 + 50 * i, 50 + 50 * j)) screen.blit(imgCabbage, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 4:
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
j = j + 1 j = j + 1
i = i + 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 i = 0
while i < len(T)+1: while i < len(T)+1:
pygame.draw.line(SCREEN, (0, 0, 0), (50 + i * 50, 50), (50 + i * 50, 50 + len(T) * 50), 1) pygame.draw.line(screen, (0, 0, 0), (50 + i * 50, 50), (50 + i * 50, 50 + len(T) * 50), 5)
pygame.draw.line(SCREEN, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 1) pygame.draw.line(screen, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 5)
i = i + 1 i = i + 1
for obs in obstacleObjects:
obstacleObjects[obs].draw()
# if startNode.state != goalNode.state:
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
for bx in boxObjects:
boxObjects[bx].draw()
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation) tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
if player.rotation == 180: screen.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
tmpImg = pygame.transform.flip(tmpImg, True, True) pygame.display.flip()
tmpImg = pygame.transform.flip(tmpImg, True, False) # clock.tick(30)
# player seen at the beginning
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
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()
pygame.display.update()
CLOCK.tick(FPS)
# Done! Time to quit. # Done! Time to quit.

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import pygame
SCREEN = pygame.display.set_mode([600, 690])

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