import astar import definitions import graph import map import plant import pygame import station import tractor pygame.display.set_caption("Smart Tractor") def main(): #tworzenie podstawowych obiektów map1 = map.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} 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} station1 = station.Station(collected_plants_dict) 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) clock = pygame.time.Clock() run = True while run: #pętla główna programu clock.tick(definitions.FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False map1.draw_window(tractor1, tractor1_rect) if not move_list and plant.Plant.if_any_mature_plant(map1) is True: #jeżeli są jakieś ruchy do wykonania w move_list oraz istnieje jakaś dojrzała roślina istate = graph.Istate(tractor1.get_direction(), tractor1.get_x() / definitions.BLOCK_SIZE, tractor1.get_y() / definitions.BLOCK_SIZE) #stan początkowy traktora (jego orientacja oraz jego aktualne współrzędne) #move_list = (graph.graphsearch([], [], istate, graph.succ, plant.Plant.get_closest_mature_plant(map1, tractor1))) #lista z ruchami, które należy po kolei wykonać, graph move_list = (astar.graphsearch([], [], istate, graph.succ, plant.Plant.get_closest_mature_plant(map1, istate), astar.f, map1)) #lista z ruchami, które należy po kolei wykonać, astar elif move_list: #jeżeli move_list nie jest pusta tractor1.handle_movement(move_list.pop(0), tractor1_rect) #wykonaj kolejny ruch oraz zdejmij ten ruch z początku listy else: tractor1.handle_random_movement(tractor1_rect) #wykonuj losowe ruchy tractor1.do_work(map1, station1, tractor1_rect) #wykonaj pracę na danym polu plant.Plant.grow_plants(map1) #zwiększ poziom dojrzałości roślin pygame.quit() if __name__ == "__main__": main()