bug ruchu

This commit is contained in:
Tomasz Adamczyk 2021-04-10 18:24:13 +02:00
parent 58949ff985
commit 2836a0771d
9 changed files with 120 additions and 102 deletions

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@ -3,9 +3,10 @@
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107
graph.py
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@ -1,10 +1,27 @@
import copy import copy
import tractor import tractor
class Node: class Istate: #stan początkowy traktora (strona, w którą patrzy, miejsce, w którym się on znajduje)
def __init__(self, action, direction, parent, x, y): def __init__(self, direction, x, y):
self.action = action
self.direction = direction self.direction = direction
self.parent = parent self.x = x
self.y = y
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
class Node: #wierzchołek grafu
def __init__(self, action, direction, parent, x, y):
self.action = action #akcja jaką ma wykonać (obróc się w lewo, obróć się w prawo, ruch do przodu)
self.direction = direction
self.parent = parent #ojciec wierzchołka
self.x = x self.x = x
self.y = y self.y = y
def get_action(self): def get_action(self):
@ -27,47 +44,19 @@ class Node:
return self.y return self.y
def set_y(self, y): def set_y(self, y):
self.y = y self.y = y
class Istate: #stan początkowy traktora def goal_test(elem, goaltest): #funkcja sprawdzająca czy położenie traktora równa się położeniu punktu docelowego, jeśli tak zwraca prawdę, w przeciwnym wypadku fałsz
def __init__(self, direction, x, y): if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
self.direction = direction
self.x = x
self.y = y
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
# class Fringe: #kolejka zawierająca akcje oraz pola do odwiedzenia
# def __init__(self, fringe):
# self.fringe = fringe
# def get_fringe(self):
# return self.fringe
# def set_fringe(self, fringe):
# self.fringe = fringe
# def add_to_fringe(self, value):
# self.fringe.append(value)
# def get_element_from_fringe_pop(self):
# return self.fringe.pop(0)
def goal_test(elem, goaltest):
if elem.get_x() == goaltest.get_x() and elem.get_y() == goaltest.get_y(): #goaltest bez getterów
return True return True
else: else:
return False return False
def print_moves(elem, explored): def print_moves(elem): #zwraca listę ruchów jakie należy wykonać by dotrzeć do punktu docelowego
moves_list = [] moves_list = []
while (elem.get_parent() != None): while (elem.get_parent() != None):
moves_list.append(elem.get_action()) moves_list.append(elem.get_action())
elem = elem.get_parent() elem = elem.get_parent()
moves_list.reverse() moves_list.reverse()
return moves_list return moves_list
def succ(elem): def succ(elem): #funkcja następnika, przypisuje jakie akcje są możliwe do wykonania na danym polu oraz jaki będzie stan (kierunek, położenie) po wykonaniu tej akcji
actions_list = [] actions_list = []
temp = copy.copy(elem.get_direction()) temp = copy.copy(elem.get_direction())
if temp == 1: if temp == 1:
@ -94,46 +83,24 @@ def succ(elem):
elif tractor.Tractor.is_move_allowed_succ(elem) == "x - 1": elif tractor.Tractor.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y()))) actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list return actions_list
def graphsearch(fringe, explored, istate, succ, goaltest): def graphsearch(fringe, explored, istate, succ, goaltest): #przeszukiwanie grafu wszerz
node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y()) #może None coś nie gra node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y()) #wierzchołek początkowy, stworzony ze stanu początkowego traktora
#fringe.add_to_fringe(node) fringe.append(node) #wierzchołki do odwiedzenia
fringe.append(node)
while True: while True:
if not fringe: if not fringe:
return False return False
#elem = fringe.get_element_from_fringe_pop() elem = fringe.pop(0) #zdejmujemy wierzchołek z kolejki fringe i rozpatrujemy go
elem = fringe.pop(0) temp = copy.copy(elem)
temp = copy.copy(elem) #żeby explored w for succ() nie zmieniało if goal_test(elem, goaltest) is True: #jeżeli osiągniemy cel w trakcie przeszukiwania grafu wszerz (wjedziemy na pole docelowe) : zwracamy listę ruchów, po których wykonaniu dotrzemy na miejsce
if goal_test(elem, goaltest) is True: return print_moves(elem)
# for x in fringe: explored.append(elem) #dodajemy wierzchołek do listy wierzchołków odwiedzonych
# print("action: " + str(x.get_action())) for (action, state) in succ(temp): #iterujemy po wszystkich możliwych akcjach i stanach otrzymanych dla danego wierzchołka grafu
# print("direction: " + str(x.get_direction()))
# print("parent: " + str(x.get_parent()))
# print("node: " + str(x))
# print("x: " + str(x.get_x()))
# print("y: " + str(x.get_y()))
# for x in explored:
# print("action ex: " + str(x.get_action()))
# print("direction ex: " + str(x.get_direction()))
# print("parent ex: " + str(x.get_parent()))
# print("node ex: " + str(x))
# print("x ex: " + str(x.get_x()))
# print("y ex: " + str(x.get_y()))
return print_moves(elem, explored)
explored.append(elem)
for (action, state) in succ(temp):
fringe_tuple = [] fringe_tuple = []
explored_tuple = [] explored_tuple = []
for x in fringe: for x in fringe:
fringe_tuple.append((x.get_direction(), x.get_x(), x.get_y())) fringe_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
for x in explored: for x in explored:
explored_tuple.append((x.get_direction(), x.get_x(), x.get_y())) explored_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
if state not in fringe_tuple and state not in explored_tuple: 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
x = Node(action, state[0], elem, state[1], state[2]) x = Node(action, state[0], elem, state[1], state[2]) #stworzenie nowego wierzchołka, którego rodzicem jest elem
# print(x.get_action()) fringe.append(x) #dodanie wierzchołka na fringe
# print(state[0])
# print(state[1])
# print(state[2])
# print(x.get_direction())
# print(x.get_parent())
fringe.append(x)

View File

@ -11,6 +11,34 @@ class Plant:
return self.state return self.state
def set_state(self, state): def set_state(self, state):
self.state = state self.state = state
# @staticmethod
# def get_closest_mature_plant(map1, tractor1):
# x = -1
# y = -1
# min = definitions.WIDTH_AMOUNT + definitions.HEIGHT_AMOUNT + 1
# for i in range(definitions.WIDTH_AMOUNT):
# for j in range(definitions.HEIGHT_AMOUNT):
# field = map1.get_fields()[i][j]
# if field.get_plant().get_name() == "beetroot" and field.get_plant().get_state() == definitions.BEETROOTS_MAXIMUM_STATE: #and abs(tractor1.get_x() - i) + abs(tractor1.get_y() - j) < min:
# x = i
# y = j
# min = abs(tractor1.get_x() - i) + abs(tractor1.get_y() - j)
# elif field.get_plant().get_name() == "carrot" and field.get_plant().get_state() == definitions.CARROTS_MAXIMUM_STATE: #and abs(tractor1.get_x() - i) + abs(tractor1.get_y() - j) < min:
# x = i
# y = j
# min = abs(tractor1.get_x() - i) + abs(tractor1.get_y() - j)
# elif field.get_plant().get_name() == "potato" and field.get_plant().get_state() == definitions.POTATOES_MAXIMUM_STATE: #and abs(tractor1.get_x() - i) + abs(tractor1.get_y() - j) < min:
# x = i
# y = j
# min = abs(tractor1.get_x() - i) + abs(tractor1.get_y() - j)
# elif field.get_plant().get_name() == "wheat" and field.get_plant().get_state() == definitions.WHEAT_MAXIMUM_STATE: #and abs(tractor1.get_x() - i) + abs(tractor1.get_y() - j) < min:
# x = i
# y = j
# min = abs(tractor1.get_x() - i) + abs(tractor1.get_y() - j)
# if x == -1 and y == -1:
# return False
# else:
# return x, y
@staticmethod @staticmethod
def grow_plants(map1): #metoda statyczna, która zwiększa pole state (etap rozwoju rośliny) dla danej rośliny na danym polu o 1 def grow_plants(map1): #metoda statyczna, która zwiększa pole state (etap rozwoju rośliny) dla danej rośliny na danym polu o 1
for i in range(definitions.WIDTH_AMOUNT): for i in range(definitions.WIDTH_AMOUNT):

18
py.py
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@ -3,6 +3,7 @@ import graph
import map import map
import plant import plant
import pygame import pygame
import random
import station import station
import tractor import tractor
pygame.display.set_caption("Smart Tractor") pygame.display.set_caption("Smart Tractor")
@ -10,11 +11,12 @@ def main():
#tworzenie podstawowych obiektów #tworzenie podstawowych obiektów
map1 = map.Map([]) map1 = map.Map([])
map1.create_base_map() map1.create_base_map()
move_list = []
amount_of_seeds_dict = {"beetroot": definitions.TRACTOR_AMOUNT_OF_SEEDS_EACH_TYPE, "carrot": definitions.TRACTOR_AMOUNT_OF_SEEDS_EACH_TYPE, "potato": definitions.TRACTOR_AMOUNT_OF_SEEDS_EACH_TYPE, "wheat": definitions.TRACTOR_AMOUNT_OF_SEEDS_EACH_TYPE} amount_of_seeds_dict = {"beetroot": definitions.TRACTOR_AMOUNT_OF_SEEDS_EACH_TYPE, "carrot": definitions.TRACTOR_AMOUNT_OF_SEEDS_EACH_TYPE, "potato": definitions.TRACTOR_AMOUNT_OF_SEEDS_EACH_TYPE, "wheat": definitions.TRACTOR_AMOUNT_OF_SEEDS_EACH_TYPE}
collected_plants_dict = {"beetroot": 0, "carrot": 0, "potato": 0, "wheat": 0} collected_plants_dict = {"beetroot": 0, "carrot": 0, "potato": 0, "wheat": 0}
fertilizer_dict = {"beetroot": definitions.TRACTOR_FERTILIZER, "carrot": definitions.TRACTOR_FERTILIZER, "potato": definitions.TRACTOR_FERTILIZER, "wheat": definitions.TRACTOR_FERTILIZER} fertilizer_dict = {"beetroot": definitions.TRACTOR_FERTILIZER, "carrot": definitions.TRACTOR_FERTILIZER, "potato": definitions.TRACTOR_FERTILIZER, "wheat": definitions.TRACTOR_FERTILIZER}
station1 = station.Station(collected_plants_dict) station1 = station.Station(collected_plants_dict)
tractor1 = tractor.Tractor(amount_of_seeds_dict, collected_plants_dict, definitions.TRACTOR_DIRECTION_SOUTH, fertilizer_dict, definitions.TRACTOR_FUEL, definitions.TRACTOR_WATER_LEVEL, 0, 0) tractor1 = tractor.Tractor(amount_of_seeds_dict, collected_plants_dict, definitions.TRACTOR_DIRECTION_NORTH, fertilizer_dict, definitions.TRACTOR_FUEL, definitions.TRACTOR_WATER_LEVEL, 0, 0)
tractor1_rect = pygame.Rect(tractor1.get_x(), tractor1.get_y(), definitions.BLOCK_SIZE, definitions.BLOCK_SIZE) tractor1_rect = pygame.Rect(tractor1.get_x(), tractor1.get_y(), definitions.BLOCK_SIZE, definitions.BLOCK_SIZE)
clock = pygame.time.Clock() clock = pygame.time.Clock()
run = True run = True
@ -23,11 +25,17 @@ def main():
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
run = False run = False
istate = graph.Istate(definitions.TRACTOR_DIRECTION_SOUTH, 0, 0)
istate1 = graph.Istate(None, 4, 6)
print(graph.graphsearch([], [], istate, graph.succ, istate1))
map1.draw_window(tractor1, tractor1_rect) map1.draw_window(tractor1, tractor1_rect)
tractor1.tractor1_handle_movement(tractor1_rect) if not move_list:
istate = graph.Istate(tractor1.get_direction(), 0, 0)
move_list = (graph.graphsearch([], [], istate, graph.succ, (4, 4)))
print(move_list)
elif move_list:
temp = move_list.pop(0)
print(temp)
tractor1.handle_movement(temp, tractor1_rect)
else:
tractor1.handle_random_movement(tractor1_rect)
tractor1.do_work(map1, station1, tractor1_rect) tractor1.do_work(map1, station1, tractor1_rect)
plant.Plant.grow_plants(map1) plant.Plant.grow_plants(map1)
pygame.quit() pygame.quit()

View File

@ -184,17 +184,30 @@ class Tractor:
return "x - 1" return "x - 1"
else: else:
return False return False
def tractor1_handle_movement(self, tractor1_rect): #odpowiada za poruszanie się traktora po mapie def handle_movement(self, move, tractor1_rect): #odpowiada za poruszanie się traktora po mapie
if self.get_fuel() > 0:
if move == "move":
self.move()
elif move == "rotate_left":
self.rotate_left()
elif move == "rotate_right":
self.rotate_right()
self.set_fuel(self.get_fuel() - 1)
tractor1_rect.x = self.get_x()
tractor1_rect.y = self.get_y()
def handle_random_movement(self, tractor1_rect): #odpowiada za losowe poruszanie się traktora po mapie
loop = True loop = True
while loop and self.get_fuel() > 0: while loop and self.get_fuel() > 0:
if self.is_move_allowed(tractor1_rect) is True: random1 = random.randint(1, 3)
if random1 == 1 and self.is_move_allowed(tractor1_rect) is True:
self.move() self.move()
tractor1_rect.x = self.get_x() tractor1_rect.x = self.get_x()
tractor1_rect.y = self.get_y() tractor1_rect.y = self.get_y()
loop = False loop = False
else: elif random1 == 2:
self.rotate_left()
loop = False
elif random1 == 3:
self.rotate_right() self.rotate_right()
loop = False
self.set_fuel(self.get_fuel() - 1) self.set_fuel(self.get_fuel() - 1)
if tractor1_rect.x == 0 and tractor1_rect.y == 0:
self.set_fuel(definitions.TRACTOR_FUEL)
self.set_water_level(definitions.TRACTOR_WATER_LEVEL)