Repair agent
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18
src/BFS.py
18
src/BFS.py
@ -11,9 +11,12 @@ def successor(x: int, y: int, direction: int):
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for i in range(4):
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# TODO
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# naprawić by zaczął od prawej i szedł zgodnie z zegarem
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# prawo -> góra -> lewo -> dół
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# chcemy: prawo -> dół -> lewo -> góra
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neighbour_x = x + DIRECTIONS_X[i]
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neighbour_y = y + DIRECTIONS_Y[i]
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neighbour_side = DIRECTIONS_SIDE[i]
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# print(neighbour_x, neighbour_y, neighbour_side)
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if 0 <= neighbour_x <= 9 and 0 <= neighbour_y <= 9:
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# TODO
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@ -26,10 +29,10 @@ def successor(x: int, y: int, direction: int):
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# d 100
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# w 119
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# 1 direction -> prawo
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# neighbour side 1 -> po prawej 1-1 =0 -> W
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# neighbour side 2 -> na gorze 2-1 =1 -> D + W
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# neighbour side 3 -> po lewej 3-1 =2 -> D + D + W
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# neighbour side 0 -> na dole 0-1 =-1 -> A + W
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# neighbour side 1 -> po prawej 1-1 = 0 -> W
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# neighbour side 2 -> na gorze 2-1 = 1 -> D + W
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# neighbour side 3 -> po lewej 3-1 = 2 -> D + D + W
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# neighbour side 0 -> na dole 0-1 = -1 -> A + W
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def breadth_first_search(field: List[List[Tile]], start_x: int, start_y: int, start_direction: int):
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@ -43,12 +46,11 @@ def breadth_first_search(field: List[List[Tile]], start_x: int, start_y: int, st
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if field[node.y][node.x].mine:
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path = []
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actions = []
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print(explored)
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while node.parent:
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path.append((node.x, node.y))
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actions.extend(node.actions)
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actions.append(node.actions)
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node = node.parent
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return path, actions
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return path[::-1], sum(actions[::-1], [])
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for x, y, direction, actions in successor(node.x, node.y, node.direction):
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if field[y][x].number in (2, 3):
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@ -59,4 +61,4 @@ def breadth_first_search(field: List[List[Tile]], start_x: int, start_y: int, st
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neighbour_node = Node(x, y, direction, node, actions)
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node_queue.put(neighbour_node)
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return False
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return False, False
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10
src/const.py
10
src/const.py
@ -63,6 +63,14 @@ DEFAULT_FIELD = [
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]
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# TODO
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# to poprawić
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# -1 -> prawo, ruch
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# 0 -> ruch
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# 1 -> lewo, ruch
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# -2 -> prawo, prawo, ruch
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# 2 -> lewo, lewo, ruch
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# -3 -> lewo, ruch
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# 3 -> prawo, ruch
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ACTIONS = {
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-1: [pg.K_d, pg.K_w],
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0: [pg.K_w],
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@ -74,5 +82,5 @@ ACTIONS = {
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}
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# TODO
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DIRECTIONS_X = (1, 0, -1, 0)
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DIRECTIONS_Y = (0, -1, 0, 1)
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DIRECTIONS_Y = (0, 1, 0, -1)
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DIRECTIONS_SIDE = (1, 2, 3, 0)
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@ -14,7 +14,7 @@ class GameUi:
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def move(self):
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coord = 'x' if self.agent.direction in (1, 3) else 'y'
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shift = -1 if self.agent.direction in (2, 3) else 1
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shift = -1 if self.agent.direction in (0, 3) else 1
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if coord == 'x':
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if self.env.field[self.agent.y][self.agent.x+shift].number in (2, 3):
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19
src/main.py
19
src/main.py
@ -25,10 +25,10 @@ def main():
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# TODO
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# poprawić numeracje stron agenta by szło zgodnie z zegarem
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# ruchy agenta:
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# 1 - right
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# 2 - up
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# 3 - left
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# 0 - down
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# 1 - right -> 1
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# 0 - up -> 0
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# 3 - left -> 3
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# 2 - down -> 2
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while running:
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for event in pg.event.get():
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@ -42,11 +42,12 @@ def main():
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elif (event.key == pg.K_w or event.key == pg.K_UP) \
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and ((agent.direction == 1 and agent.x * 80 < 700)
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or (agent.direction == 3 and agent.x * 80 > 5)
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or (agent.direction == 2 and agent.y * 80 > 0)
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or (agent.direction == 0 and agent.y * 80 < 700)):
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or (agent.direction == 0 and agent.y * 80 > 0)
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or (agent.direction == 2 and agent.y * 80 < 700)):
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game_ui.move()
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elif event.key == pg.K_SPACE:
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if env.field[agent.y][agent.x].mine:
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env.mine_count -= 1
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env.field[agent.y][agent.x] = factory.create_tile(
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IMAGES[env.field[agent.y][agent.x].number].parent
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)
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@ -55,9 +56,15 @@ def main():
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# TODO
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# petla while dopóki env.mine_count != 0
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# uwzglednienie czy bfs zwraca False i wtedy break
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# for i in range(1):
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pg.time.delay(50)
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path, actions = breadth_first_search(env.field, agent.x, agent.y, agent.direction)
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print(path, actions)
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if not path:
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print("CHUJA")
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break
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for action in actions:
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print(action)
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pg.event.post(pg.event.Event(pg.KEYDOWN, {'key': action}))
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pg.event.post(pg.event.Event(pg.KEYDOWN, {'key': pg.K_SPACE}))
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