2021-03-16 10:06:56 +01:00
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#!/usr/bin/python3
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2021-04-13 09:55:19 +02:00
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import copy
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2021-04-27 21:40:59 +02:00
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from queue import Queue, PriorityQueue
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from threading import Event
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2021-03-16 10:06:56 +01:00
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import pygame
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from config import *
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2021-04-27 21:40:59 +02:00
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from app.graphsearch import Node
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2021-03-16 10:06:56 +01:00
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from app.board import Board
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2021-03-30 11:24:50 +02:00
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from app.tractor import Tractor
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2021-04-27 21:40:59 +02:00
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from app.a_star import AStar
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from app.bfs import Bfs
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2021-03-16 10:06:56 +01:00
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class App:
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def __init__(self):
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self.__running = True
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self.__screen = None
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self.__clock = None
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self.__board = Board()
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self.__tractor = Tractor(self.__board)
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self.__bot_is_running = Event()
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self.__moves = None
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2021-03-16 10:06:56 +01:00
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def initialize(self):
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pygame.init()
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pygame.display.set_caption(CAPTION)
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self.__screen = pygame.display.set_mode((WIDTH, HEIGHT))
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self.__clock = pygame.time.Clock()
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def event_handler(self, event: pygame.event.Event):
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if event.type == pygame.QUIT:
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self.__running = False
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def loop_handler(self):
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self.__board.draw(self.__screen)
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self.__tractor.draw(self.__screen)
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def keys_pressed_handler(self):
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keys = pygame.key.get_pressed()
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2021-04-12 22:10:12 +02:00
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if keys[pygame.K_m]:
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self.__tractor.move()
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print(self.__tractor)
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2021-04-11 19:48:44 +02:00
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if keys[pygame.K_w]:
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self.__tractor.move()
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print(self.__tractor)
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if keys[pygame.K_h]:
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self.__tractor.harvest()
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if keys[pygame.K_v]:
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self.__tractor.sow()
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if keys[pygame.K_n]:
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self.__tractor.hydrate()
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if keys[pygame.K_f]:
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self.__tractor.fertilize()
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if keys[pygame.K_l]:
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self.__tractor.rotate_left()
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if keys[pygame.K_r]:
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self.__tractor.rotate_right()
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if keys[pygame.K_b]:
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self.get_moves_by_bfs()
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if not self.__moves:
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print(f"Bfs is failed")
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else:
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print(f"Bfs is succeed")
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self.__bot_is_running.set()
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self.__tractor.run_bot_handler(self.__moves, self.__bot_is_running)
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if keys[pygame.K_c]:
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self.get_moves_by_a_star()
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if not self.__moves:
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print(f"A Star is failed")
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else:
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print(f"A Star is succeed")
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self.__bot_is_running.set()
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self.__tractor.run_bot_handler(self.__moves, self.__bot_is_running)
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def update_screen(self) -> None:
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pygame.display.flip()
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def quit(self) -> None:
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pygame.quit()
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def get_moves_by_a_star(self) -> None:
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x, y = self.__tractor.get_position()
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node = Node(None, x, y, self.__tractor.get_direction(), 0, "movement", "initial state")
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board = copy.deepcopy(self.__board)
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self.__moves = AStar.search(PriorityQueue(), Queue(), node,
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lambda n=node, b=board: AStar.succ(n, b),
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lambda n=node: AStar.goaltest(n), board)
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def get_moves_by_bfs(self) -> None:
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x, y = self.__tractor.get_position()
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node = Node(None, x, y, self.__tractor.get_direction(), 0, "movement", "initial state")
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board = copy.deepcopy(self.__board)
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self.__moves = Bfs.search(Queue(), Queue(), node,
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lambda n=node, b=board: Bfs.succ(n, b),
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lambda n=node: Bfs.goaltest(n), board)
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def run(self) -> None:
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self.initialize()
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while self.__running:
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self.__clock.tick(FPS)
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for event in pygame.event.get():
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self.event_handler(event)
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if not self.__bot_is_running.is_set():
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self.keys_pressed_handler()
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self.loop_handler()
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self.update_screen()
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self.quit()
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