added pathfind

This commit is contained in:
Kraton99 2021-04-12 22:54:33 +02:00
parent d97daf6d55
commit eb87ec9f37
16 changed files with 139 additions and 20 deletions

View File

@ -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="jdk" jdkName="Python 3.8 (2)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9 (Projekt_AI-Automatyczny_saper)" project-jdk-type="Python SDK" />
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.8 (2)" project-jdk-type="Python SDK" />
</project>

View File

@ -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]

View File

@ -8,6 +8,7 @@ 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
class Game:
@ -27,35 +28,55 @@ class Game:
self.agent.defuse(self.board.getBomb(self.agent.getPoint()))
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
# 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
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 < 5:
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 = 15
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 +89,11 @@ class Game:
return BombFactory.create(CLAYMORE)
elif rand == 4:
return BombFactory.create(LAND_MINE)
# elif(rand == 5):
# return Stone()
def finalState(self):
j = 0
for key in self.board.bombMap:
bomb = self.board.bombMap[key]
if not bomb.isDefused:
j += 1
return j == 0

78
Engine/PathFinder.py Normal file
View File

@ -0,0 +1,78 @@
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 not (point1.getX() < 0 or point1.getX() > COLS or point1.getY() < 0 or point1.getY() > ROWS or point1.__eq__(current)) and point1 not in self.board.stoneMap:
neighbourlist.append(point1)
if not (point2.getX() < 0 or point2.getX() > COLS or point2.getY() < 0 or point2.getY() > ROWS or point2.__eq__(current)) and point2 not in self.board.stoneMap:
neighbourlist.append(point2)
if not (point3.getX() < 0 or point3.getX() > COLS or point3.getY() < 0 or point3.getY() > ROWS or point3.__eq__(current)) and point3 not in self.board.stoneMap:
neighbourlist.append(point3)
if not (point4.getX() < 0 or point4.getX() > COLS or point4.getY() < 0 or point4.getY() > ROWS or point4.__eq__(current)) and point4 not in self.board.stoneMap:
neighbourlist.append(point4)
return neighbourlist
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

View File

@ -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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@ -20,6 +20,8 @@ def main():
run = False
pygame.time.delay(200)
if(game.finalState()):
run = False
game.move()
game.update()