small fix + pygad install #3
@ -15,7 +15,6 @@ b = [Image.open("b1.png").convert('RGBA'), Image.open("b2.png").convert('RGBA'),
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def generate(water, fertilizer, plantf):
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new_im = None
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if water == 1:
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new_im = Image.new('RGB', (100, 100),
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(160 + random.randint(-10, 10), 80 + random.randint(-10, 10), 40 + random.randint(-10, 10)))
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@ -81,4 +80,3 @@ for x in range(0, 1000):
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generate(0, 1, random.randint(0, 2)).save('datasets/01/' + str(x) + '.png')
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for x in range(0, 1000):
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generate(1, 1, random.randint(0, 2)).save('datasets/11/' + str(x) + '.png')
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@ -2,13 +2,14 @@ import pathlib
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import random
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import torch
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from PIL.Image import Image
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from torch import nn
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from torch.utils.data import DataLoader
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from torchvision import datasets, transforms
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from torchvision.transforms import Lambda
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device = torch.device('cuda')
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device = torch.device('cpu')
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def train(model, dataset, n_iter=100, batch_size=2560000):
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optimizer = torch.optim.SGD(model.parameters(), lr=0.01)
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@ -40,8 +41,8 @@ train_data = datasets.ImageFolder(root="./datasets",
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transform=data_transform,
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target_transform=None)
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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)
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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)
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model1.load_state_dict(torch.load("./trained"))
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train(model1,train_data)
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train(model1, train_data)
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torch.save(model1.state_dict(), "./trained")
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30
astar.py
30
astar.py
@ -1,7 +1,6 @@
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from operator import itemgetter
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import cart
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import copy
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from classes import Field
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class Istate:
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@ -68,23 +67,23 @@ class Node:
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self.y = y
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def fieldCost(T,node):
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def fieldCost(T, node):
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c = 0
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if T[node.x-1][node.y-1].plantType == 1:
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c =2
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c = 2
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elif T[node.x-1][node.y-1].plantType == 2:
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c =5
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c = 5
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elif T[node.x-1][node.y-1].plantType == 3:
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c =13
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c = 13
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elif T[node.x-1][node.y-1].plantType == 4:
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c =100000
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c = 100000
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else:
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c=0
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c = 0
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if T[node.x-1][node.y-1].isWet == 1:
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c = c + 4
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else:
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c=c+1
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c = c+1
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return c
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@ -92,7 +91,7 @@ def fieldCost(T,node):
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def cost(T, node):
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cost = 0
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while (node.get_parent() != None):
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while node.get_parent() is not None:
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cost = cost + fieldCost(T, node)
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node = node.get_parent()
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@ -103,7 +102,7 @@ def f(goaltest, map, node):
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return cost(map, node) + heuristic(goaltest, node)
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def goal_test(elem,goaltest):
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def goal_test(elem, goaltest):
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if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
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return True
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else:
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@ -132,7 +131,7 @@ def graphsearch(explored, f, fringe, goaltest, istate, map, succ): # przeszukiw
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explored_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
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x = Node(action, state[0], elem[0], state[1], state[2]) # stworzenie nowego wierzchołka, którego rodzicem jest elem
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p = f(goaltest, map, x) # liczy priorytet
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#print('Koszt =', p)
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# print('Koszt =', p)
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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
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fringe.append((x, p)) # dodanie wierzchołka na fringe
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fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
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@ -141,7 +140,7 @@ def graphsearch(explored, f, fringe, goaltest, istate, map, succ): # przeszukiw
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for (state_prio, r) in fringe_tuple_prio:
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if str(state_prio) == str(state):
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if r > p:
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fringe.insert(i, (x,p)) # zamiana state, który należy do fringe z priorytetem r na state z priorytetem p (niższym)
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fringe.insert(i, (x, p)) # zamiana state, który należy do fringe z priorytetem r na state z priorytetem p (niższym)
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fringe.pop(i + 1)
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fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
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break
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@ -154,7 +153,7 @@ def heuristic(goaltest, node):
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def print_moves(elem):
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moves_list = []
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while (elem.get_parent() != None):
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while elem.get_parent() is not None:
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moves_list.append(elem.get_action())
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elem = elem.get_parent()
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moves_list.reverse()
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@ -184,7 +183,6 @@ def succ(elem):
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temp_move_east = elem.get_x() + 1
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temp_move_north = elem.get_y() + 1
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if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
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actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
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elif cart.Cart.is_move_allowed_succ(elem) == "y + 1":
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@ -194,8 +192,4 @@ def succ(elem):
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elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
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actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
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return actions_list
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16
bfs.py
16
bfs.py
@ -1,4 +1,3 @@
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import sys
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import cart
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import copy
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@ -67,23 +66,19 @@ class Node:
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self.y = y
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def goal_test(goaltest,elem):
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def goal_test(goaltest, elem):
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if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
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return True
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else:
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return False
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# def graphsearch(explored, fringe, goaltest, istate, succ): # przeszukiwanie grafu wszerz
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def graphsearch(explored, fringe, goaltest, istate): # przeszukiwanie grafu wszerz
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def graphsearch(goaltest, istate): # przeszukiwanie grafu wszerz
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node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y())
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fringe = []
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#elem = []
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explored = []
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#action = []
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fringe.append(node) # wierzchołki do odwiedzenia
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# fringe = [node]
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while True:
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if not fringe:
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return False
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@ -109,7 +104,7 @@ def graphsearch(explored, fringe, goaltest, istate): # przeszukiwanie grafu wsz
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def print_moves(elem):
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moves_list = []
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while (elem.get_parent() != None):
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while elem.get_parent() is not None:
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moves_list.append(elem.get_action())
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elem = elem.get_parent()
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moves_list.reverse()
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@ -139,7 +134,6 @@ def succ(elem):
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temp_move_east = elem.get_x() + 1
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temp_move_north = elem.get_y() + 1
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if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
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actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
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elif cart.Cart.is_move_allowed_succ(elem) == "y + 1":
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@ -149,8 +143,4 @@ def succ(elem):
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elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
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actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
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return actions_list
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10
board.py
10
board.py
@ -1,6 +1,5 @@
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import pygame
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from screen import SCREEN
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global BLACK
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# global SCREEN
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global BLACK
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@ -8,9 +7,9 @@ global gridObjects
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global imgTree
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global imgTree
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imgTree = pygame.image.load('img/tree.png')
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gridObjects = {} # Store grid-box objects from Grid Class
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class Grid(object):
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# ta klasa rysuje kratę na ekranie
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def __init__(self, x, y, sx, sy):
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@ -27,6 +26,7 @@ class Grid(object):
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BLACK = (0, 0, 0)
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pygame.draw.rect(SCREEN, BLACK, (self.x, self.y, self.sx, self.sy), self.width)
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class Box(object):
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# global SCREEN
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@ -43,6 +43,7 @@ class Box(object):
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# global BLACK
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pygame.draw.rect(SCREEN, self.color, pygame.Rect(self.x, self.y, self.sx, self.sy))
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class Obstacle(object):
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def __init__(self, mouseObj):
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self.mseX = mouseObj[0]
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@ -66,6 +67,7 @@ class Obstacle(object):
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SCREEN.blit(imgTree, (self.posX, self.posY))
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# pygame.display.update()
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def getGridBoxes(grid_box):
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global gridObjects
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return gridObjects[grid_box]
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global gridObjects
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return gridObjects[grid_box]
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2
cart.py
2
cart.py
@ -25,7 +25,6 @@ class Cart:
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def set_y(self, y):
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self.y = y
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def is_move_allowed(self,
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cart_rect): # sprawdza czy dany ruch, który chce wykonać wózek jest możliwy, zwraca prawdę lub fałsz
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if self.direction == definitions.CART_DIRECTION_EAST and cart_rect.x + definitions.BLOCK_SIZE < definitions.WIDTH_MAP:
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@ -74,4 +73,3 @@ class Cart:
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self.direction = 1
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else:
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self.direction = self.direction + 1
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13
classes.py
13
classes.py
@ -1,11 +1,12 @@
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class Field:
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def __init__(self, fieldType, plantType, isWet, wetTime, isFertilized, fertilizedTime):
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self.fieldType =fieldType # good/bad
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self.plantType =plantType # wheat/carrot/cabbage
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self.isWet =isWet # yes/no
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self.wetTime =wetTime # number
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self.isFertilized =isFertilized # yes/no
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self.fertilizedTime =fertilizedTime # number
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self.fieldType = fieldType # good/bad
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self.plantType = plantType # wheat/carrot/cabbage
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self.isWet = isWet # yes/no
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self.wetTime = wetTime # number
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self.isFertilized = isFertilized # yes/no
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self.fertilizedTime = fertilizedTime # number
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class Plant:
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def __init__(self, plantType, growthState):
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@ -1,5 +1,6 @@
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import random
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# Generowanie unikalnej losowej linii tekstu
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def generate_unique_line(existing_lines):
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while True:
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@ -9,6 +10,7 @@ def generate_unique_line(existing_lines):
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if line not in existing_lines:
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return line
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# Generowanie 200 unikalnych linii tekstu
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lines = []
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while len(lines) < 200:
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@ -1,6 +1,4 @@
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#from sklearn.datasets import load_iris
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# from sklearn.datasets import load_iris
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from sklearn.tree import export_text
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from sklearn.tree import DecisionTreeClassifier
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@ -52,14 +50,14 @@ with open("decisionTree/database.txt", 'r') as f:
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view.append(x)
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X1.append(test_list)
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f = open("decisionTree/learning_set.txt", "w") #zapisuje atrybuty s³ownie
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f = open("decisionTree/learning_set.txt", "w") # zapisuje atrybuty s³ownie
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for i in view:
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f.write(str(i)+"\n")
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f.close()
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Y1 = []
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with open("decisionTree/decissions.txt", 'r') as f: #czyta decyzje
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with open("decisionTree/decissions.txt", 'r') as f: # czyta decyzje
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for line in f:
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line = line.strip()
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test = int(line)
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@ -67,7 +65,7 @@ with open("decisionTree/decissions.txt", 'r') as f: #czyta decyzje
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dataset = X1
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decision = Y1
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labels = ['Rain','Plant','Temperature','Sun','Snow','Moisture','Rotten','Time']
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labels = ['Rain', 'Plant', 'Temperature', 'Sun', 'Snow', 'Moisture', 'Rotten', 'Time']
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model = DecisionTreeClassifier(random_state=0, max_depth=20).fit(dataset, decision)
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filename = 'decisionTree/decisionTree.sav'
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print("Model trained")
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@ -1,5 +1,3 @@
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# definicje
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import os
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import pygame
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pygame.init()
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BIN
img/player.png
BIN
img/player.png
Binary file not shown.
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 2.9 KiB |
BIN
img/tree.png
BIN
img/tree.png
Binary file not shown.
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 3.9 KiB |
293
main.py
293
main.py
@ -1,18 +1,15 @@
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import pygame
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import pathlib
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import random
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import torch
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from torch import nn
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from torch.utils.data import DataLoader
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from torchvision import datasets, transforms
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from torchvision.transforms import Lambda
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from PIL import Image
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import astar
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from classes import Field, Plant, Fertilizer, Player
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from bfs import Node
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from bfs import Istate, print_moves, succ
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from classes import Field, Player
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from bfs import Istate, succ
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from bfs import graphsearch
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from board import Grid, Box, Obstacle, getGridBoxes, gridObjects
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from screen import SCREEN
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@ -24,7 +21,7 @@ Ucelu = False
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SCREENX = 500
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SCREENY = 500
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device = torch.device('cpu')
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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)
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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)
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model1.load_state_dict(torch.load("./NN/trained"))
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pygame.display.set_caption('Inteligentny Traktor')
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@ -40,8 +37,8 @@ plants[2].append(Image.open("NN/ca2.png"))
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plants[2].append(Image.open("NN/ca3.png"))
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b = [Image.open("NN/b1.png").convert('RGBA'), Image.open("NN/b2.png").convert('RGBA'), Image.open("NN/b3.png").convert('RGBA')]
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def generate(water, fertilizer, plantf):
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new_im = None
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if water == 1:
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new_im = Image.new('RGB', (100, 100),
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(160 + random.randint(-10, 10), 80 + random.randint(-10, 10), 40 + random.randint(-10, 10)))
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@ -98,6 +95,7 @@ def generate(water, fertilizer, plantf):
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return new_im
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# COLORS
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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@ -124,18 +122,16 @@ obstacles = 1
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# BFS Variables
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startNode = Istate( 1,1,1)
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goalNode = [1,1]
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startNode = Istate(1, 1, 1)
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goalNode = [1, 1]
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graph = dict()
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pathFound = [] # Store the path in a list box index to draw on later
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|
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def drawGrid(sizex,sizey):
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def drawGrid(sizex, sizey):
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spaceX = SCREENX // sizex
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spaceY = SCREENY // sizey
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width = 2
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counter = 1
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for i in range(sizex):
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@ -144,16 +140,18 @@ def drawGrid(sizex,sizey):
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g = Grid(50 + i*50, 50 + j*50, spaceX, spaceY)
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gridObjects[counter] = g
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counter += 1
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def generateGraph(row,col):
|
||||
|
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|
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def generateGraph(row, col):
|
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# This function generates a graph based on the gridObjects instantiated!
|
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sample_graph = {'A':['B','C','E'],
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'B':['A','D','E'],
|
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'C':['A','F','G'],
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'D':['B'],
|
||||
'E':['A','B','D'],
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'F':['C'],
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'G':['C']
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}
|
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# sample_graph = {'A': ['B', 'C', 'E'],
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# 'B': ['A', 'D', 'E'],
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# 'C': ['A', 'F', 'G'],
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# 'D': ['B'],
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# 'E': ['A', 'B', 'D'],
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# 'F': ['C'],
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# 'G': ['C']
|
||||
# }
|
||||
|
||||
miniG = {}
|
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for grid in range(len(gridObjects)):
|
||||
@ -187,9 +185,9 @@ 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
|
||||
@ -199,7 +197,7 @@ 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:
|
||||
@ -214,12 +212,13 @@ 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
|
||||
@ -232,9 +231,9 @@ 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:
|
||||
@ -250,49 +249,11 @@ 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)
|
||||
@ -300,7 +261,7 @@ 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))
|
||||
@ -318,7 +279,6 @@ def drawGraph(pathF):
|
||||
for obs in obstacleObjects:
|
||||
obstacleObjects[obs].draw()
|
||||
|
||||
|
||||
for bx in boxObjects:
|
||||
boxObjects[bx].draw()
|
||||
|
||||
@ -333,30 +293,21 @@ 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()
|
||||
@ -368,10 +319,10 @@ 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
|
||||
@ -380,7 +331,7 @@ def eventHandler(kbdObj,mouseObj):
|
||||
global Ucelu
|
||||
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
pygame.quit()
|
||||
|
||||
if event.type == pygame.KEYDOWN:
|
||||
pygame.time.wait(DELAY)
|
||||
@ -426,15 +377,10 @@ 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]
|
||||
|
||||
@ -444,15 +390,11 @@ 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
|
||||
@ -470,9 +412,6 @@ def eventHandler(kbdObj,mouseObj):
|
||||
|
||||
print(' goalNode x=', goalNode[0], 'goalNode y=', goalNode[1])
|
||||
|
||||
|
||||
|
||||
|
||||
# pygame.display.update()
|
||||
|
||||
# goalNode = (x/sx) * (y/sy)
|
||||
@ -482,10 +421,10 @@ def eventHandler(kbdObj,mouseObj):
|
||||
# If Key_x is pressed, spawn tree
|
||||
if kbdObj[pygame.K_t]:
|
||||
w = random.randint(0, 1)
|
||||
f=random.randint(0, 1)
|
||||
f = random.randint(0, 1)
|
||||
print(w)
|
||||
print(f)
|
||||
img = generate(w,f,random.randint(0,2))
|
||||
img = generate(w, f, random.randint(0, 2))
|
||||
img.save('./test/00/test.png')
|
||||
|
||||
data_transform = transforms.Compose([
|
||||
@ -500,15 +439,15 @@ def eventHandler(kbdObj,mouseObj):
|
||||
target_transform=None)
|
||||
model1.eval()
|
||||
res = model1(train_data[0][0])
|
||||
if res[0] ==res.max():
|
||||
if res[0] == res.max():
|
||||
print("0 0")
|
||||
if res[1] ==res.max():
|
||||
if res[1] == res.max():
|
||||
print("0 1")
|
||||
if res[2] ==res.max():
|
||||
if res[2] == res.max():
|
||||
print("1 0")
|
||||
if res[3] ==res.max():
|
||||
if res[3] == res.max():
|
||||
print("1 1")
|
||||
#img.show()
|
||||
# img.show()
|
||||
if kbdObj[pygame.K_x]:
|
||||
obs = Obstacle(mouseObj)
|
||||
obstacleObjects[obstacles] = obs
|
||||
@ -527,44 +466,22 @@ 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
|
||||
|
||||
@ -579,15 +496,12 @@ def eventHandler(kbdObj,mouseObj):
|
||||
|
||||
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
|
||||
|
||||
@ -599,32 +513,11 @@ 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
|
||||
|
||||
@ -639,22 +532,11 @@ def eventHandler(kbdObj,mouseObj):
|
||||
|
||||
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
|
||||
|
||||
@ -665,17 +547,11 @@ 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
|
||||
# With it it keeps going, if without it turns off
|
||||
|
||||
# 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)],
|
||||
@ -688,20 +564,6 @@ 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(0,2,0,0,0,0),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)]]
|
||||
|
||||
|
||||
|
||||
# =========================================================================================
|
||||
# no i tutaj mamy główna pętlę programu
|
||||
|
||||
@ -718,12 +580,12 @@ 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')
|
||||
@ -745,7 +607,7 @@ 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 == 1:
|
||||
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
|
||||
@ -756,7 +618,6 @@ while running:
|
||||
if T[i][j].plantType == 4:
|
||||
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
|
||||
|
||||
|
||||
j = j + 1
|
||||
i = i + 1
|
||||
|
||||
@ -770,34 +631,26 @@ 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))
|
||||
font = pygame.font.SysFont('comicsans', 22)
|
||||
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 - start BFS | B - start A*', True, (0, 0, 0))
|
||||
SCREEN.blit(label, (10, 555))
|
||||
SCREEN.blit(label1, (10, 580))
|
||||
SCREEN.blit(label2, (10, 605))
|
||||
SCREEN.blit(label3, (10, 630))
|
||||
|
||||
# pygame.display.flip()
|
||||
|
Loading…
Reference in New Issue
Block a user