This commit is contained in:
barmal4 2021-04-26 19:13:07 +02:00
commit 641b7091f7
14 changed files with 229 additions and 22 deletions

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@ -4,7 +4,7 @@
<content url="file://$MODULE_DIR$">
<excludeFolder url="file://$MODULE_DIR$/venv" />
</content>
<orderEntry type="jdk" jdkName="Python 3.9 (Projekt_AI-Automatyczny_saper)" jdkType="Python SDK" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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@ -6,6 +6,7 @@ class Agent(object):
def __init__(self, point):
self.point = point
self.image = pygame.image.load('Engine/agent.png')
self.orientation = 0
def getPoint(self):
return self.point
@ -13,6 +14,23 @@ class Agent(object):
def defuse(self, bomb):
bomb.isDefused = True
def rotateImage(self, orientation):
angle = self.getAngle(orientation)
self.image = pygame.transform.rotate(self.image, 360 - self.orientation)
self.image = pygame.transform.rotate(self.image, angle)
self.orientation = angle
def getAngle(self,orientation):
if self.point.getX() < orientation.getX():
return 0
elif self.point.getY() > orientation.getY():
return 90
elif self.point.getX() > orientation.getX():
return 180
elif self.point.getY() < orientation.getY():
return 270
return 0
# def ifNotOnEdge(self, destination):
# if destination == UP:
# if self.x - 1 <= 0:

43
Engine/BfsPathFinder.py Normal file
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@ -0,0 +1,43 @@
from queue import Queue
from Engine.PathFinder import PathFinder
class BfsPathFinder(PathFinder):
def __init__(self, board):
super().__init__(board)
self.board = board
self.goal = None
def findBomb(self,start):
frontier = Queue()
frontier.put(start)
cameFrom = dict()
cameFrom[start] = None
while not frontier.empty():
current = frontier.get()
if self.checkGoal(current):
return self.constructPath(cameFrom,start)
for next in self.getNeighbour(current):
if next not in cameFrom:
frontier.put(next)
cameFrom[next] = current
return []
def constructPath(self,cameFrom,start):
current = cameFrom[self.goal]
path = []
path.append(self.goal)
while current != start:
path.append(current)
current = cameFrom[current]
path.append(start)
path.reverse()
return path
def checkGoal(self, current):
if current in self.board.bombMap:
self.goal = current
return True
return False

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@ -8,6 +8,7 @@ class Board:
def __init__(self, win):
self.board = []
self.bombMap = {}
self.stoneMap = {}
self.win = win
def drawSquares(self, win):
@ -33,6 +34,14 @@ class Board:
rect.center = (key.getX() * SQUARE_SIZE + SQUARE_SIZE / 2, key.getY() * SQUARE_SIZE + SQUARE_SIZE / 2)
self.win.blit(image, rect)
def drawStones(self):
for key in self.stoneMap:
image = pygame.image.load('Engine/stone.png')
image = pygame.transform.scale(image, (SQUARE_SIZE - 5, SQUARE_SIZE - 5))
rect = image.get_rect()
rect.center = (key.getX() * SQUARE_SIZE + SQUARE_SIZE / 2, key.getY() * SQUARE_SIZE + SQUARE_SIZE / 2)
self.win.blit(image, rect)
def getBomb(self, point):
if point in self.bombMap:
return self.bombMap[point]

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@ -8,6 +8,8 @@ from Engine.Agent import Agent
from Engine.BombFactory import BombFactory
from Engine.Point import Point
from Engine.Stone import Stone
from Engine.PathFinder import PathFinder
from Engine.BfsPathFinder import BfsPathFinder
class Game:
@ -22,40 +24,63 @@ class Game:
self.agent = Agent(Point(0, 0))
self.turn = GREEN
self.goingDown = True
self.path = []
def update(self):
self.agent.defuse(self.board.getBomb(self.agent.getPoint()))
self.defuseBomb()
self.board.drawSquares(self.win)
self.board.drawBombs()
self.board.drawStones()
self.board.drawAgent(self.win, self.agent)
pygame.display.update()
def move(self):
point = self.agent.getPoint()
if self.goingDown:
if point.getY() + 1 < ROWS:
point.y += 1
elif point.getX() + 1 < COLS:
point.x += 1
self.goingDown = not self.goingDown
else:
if point.getY() - 1 >= 0:
point.y -= 1
elif point.getX() + 1 < COLS:
point.x += 1
self.goingDown = not self.goingDown
self.agent.point = point
# def move(self):
# point = self.agent.getPoint()
# tmpPoint = Point(point.getX(), point.getY())
# if self.goingDown:
# if point.getY() + 1 < ROWS:
# tmpPoint.y += 1
# elif point.getX() + 1 < COLS:
# tmpPoint.x += 1
# self.goingDown = not self.goingDown
# else:
# if point.getY() - 1 >= 0:
# tmpPoint.y -= 1
# elif point.getX() + 1 < COLS:
# tmpPoint.x += 1
# self.goingDown = not self.goingDown
# self.agent.rotateImage(tmpPoint)
# self.agent.point = tmpPoint
# #self.moveSequence()
#
# def moveSequence(self):
# pathfinder = PathFinder(self.board)
# for point in pathfinder.findPath(Point(0,0), Point(5,5)):
# self.agent.point = point
# self.update()
def randomizeObject(self):
i = 0
while i < 11:
point = Point(random.randint(0, 7), random.randint(0, 7))
while i < 10:
point = Point(random.randint(0, 9), random.randint(0, 9))
if(point.getX() == 0 and point.getY() == 0):
continue;
if point not in self.board.bombMap:
object = self.pickObject(random.randint(0, 4))
self.board.bombMap[point] = object
i += 1
r = 5
j = 0
while j < r:
point = Point(random.randint(0, 9), random.randint(0, 9))
if (point.getX() == 0 and point.getY() == 0):
continue;
if point not in self.board.bombMap and point not in self.board.stoneMap:
object = Stone()
self.board.stoneMap[point] = object
j += 1
def pickObject(self, rand):
if rand == 0:
@ -68,5 +93,28 @@ class Game:
return BombFactory.create(CLAYMORE)
elif rand == 4:
return BombFactory.create(LAND_MINE)
# elif(rand == 5):
# return Stone()
def findBomb(self):
return BfsPathFinder(self.board).findBomb(self.agent.getPoint())
def finalState(self):
if len(self.board.bombMap) == 0:
return True
return False
def moveToNext(self):
point = self.path.pop(0)
self.agent.rotateImage(point)
self.agent.point = point
def savePath(self,path):
self.path = path
def getPath(self):
return self.path
def defuseBomb(self):
point = self.agent.getPoint()
self.agent.defuse(self.board.getBomb(point))
if point in self.board.bombMap:
self.board.bombMap.pop(point)

81
Engine/PathFinder.py Normal file
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@ -0,0 +1,81 @@
from Constants import ROWS, COLS
from Engine.Point import Point
class PathFinder:
def __init__(self, board):
self.board = board
self.openList = []
self.cameFrom = {}
self.gScore = {}
self.fScore = {}
self.current = Point(0,0)
def findPath(self,startPoint, endPoint):
self.openList.append(startPoint)
self.gScore[startPoint] = 0
self.fScore[startPoint] = startPoint.distance(endPoint)
while self.openList:
self.current = self.minKey(self.fScore, self.openList)
if self.current.__eq__(endPoint):
return self.reconstructPath()
self.openList.remove(self.current)
for point in self.getNeighbour(self.current):
tentativeGScore = self.gScore.get(self.current) + self.current.distance(point)
if tentativeGScore < self.gScore.get(point, 10000):
self.cameFrom[point] = self.current
self.gScore[point] = tentativeGScore
self.fScore[point] = point.distance(startPoint)
if(point not in self.openList):
self.openList.append(point)
return []
def reconstructPath(self):
totalPath = []
totalPath.append(self.current)
while self.current in self.cameFrom:
self.current = self.cameFrom[self.current]
totalPath.insert(0,self.current)
return totalPath
def getNeighbour(self, current):
neighbourlist = []
point1 = Point(current.getX() + 1, current.getY())
point2 = Point(current.getX(), current.getY() + 1)
point3 = Point(current.getX(), current.getY() - 1)
point4 = Point(current.getX() - 1, current.getY())
if self.checkField(current,point1):
neighbourlist.append(point1)
if self.checkField(current, point2):
neighbourlist.append(point2)
if self.checkField(current,point3):
neighbourlist.append(point3)
if self.checkField(current,point4):
neighbourlist.append(point4)
return neighbourlist
def checkField(self,current, point):
if not (point.getX() < 0 or point.getX() > COLS - 1 or point.getY() < 0 or point.getY() > ROWS - 1 or point.__eq__(current)) and point not in self.board.stoneMap:
return True
return False
def minKey(self, fscore, openlist):
minkey = Point(0,0)
minValue = float('inf')
for point in openlist:
value = fscore.get(point, 10000)
if value < minValue:
minValue = value
minkey = point
return minkey

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@ -9,6 +9,9 @@ class Point:
def getX(self):
return self.x
def distance(self,endpoint):
return abs(self.getX() + endpoint.getX()) + abs(self.getY() + endpoint.getY())
def __hash__(self):
"""Overrides the default implementation"""
return hash(tuple(sorted(self.__dict__.items())))

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@ -20,7 +20,12 @@ def main():
run = False
pygame.time.delay(200)
game.move()
if game.finalState():
break
if len(game.getPath()) == 0:
path = game.findBomb()
game.savePath(path)
game.moveToNext()
game.update()