AI_PRO/main.py

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Python
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import pygame
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import Board
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import FindPath
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import TractorAction
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import drawUI
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import graph
from Testfile import dtree
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from Tractor import Tractor
from TractorLoad import TillageUnit
from constants import *
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from manualSteering import manualSteeringDriver
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pygame.init()
display = pygame.display.set_mode((DISPLAY_SIZE_HORIZONTAL, DISPLAY_SIZE_VERTICAL))
pygame.display.set_caption('Tractor')
working = True
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autoAction = True
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animationSpeed = ANIMATION_PART
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hitchCounter = 0
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loadCounter = 0
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toolCounter = - 1
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board = Board.generate()
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tractor = Tractor(horizontal_index=-0, vertical_index=0, hitch="nothing", header=False, autodrive=True,
direction="RIGHT")
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tillageUnit = TillageUnit("Nothing")
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tractor.turnOnEngine()
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move_list = []
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clock = pygame.time.Clock()
while working:
for event in pygame.event.get():
if event.type == pygame.QUIT:
working = False
if event.type == pygame.KEYDOWN:
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hitchCounter, loadCounter = \
manualSteeringDriver(event, board, tractor, hitchCounter, tillageUnit, loadCounter)
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field = board[tractor.horizontal_index][tractor.vertical_index]
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# decision = dtree.predict([field_state, day_time, weather, temperature, wind, humidy]) == 1
# weather, temperature, wind, humidy = Weather.check_weather()
decision = 'Make Action'
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if not move_list and decision == 'Make Action':
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field.state = TractorAction.changeFieldState(field, tractor)
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istate = graph.Istate(tractor.direction, tractor.horizontal_index, tractor.vertical_index)
move_list = graph.graphsearch([], [], istate, FindPath.nearestLookingField(board, tractor, TillageUnit), board)
print(move_list)
elif move_list:
tractor.auto_movement(move_list.pop(0))
#TractorAction.changeFieldState(field, tractor)
if field.horizontal_index == 0 and field.vertical_index == 0 and not move_list:
tractor, tillageUnit, toolCounter = TractorAction.autoToolsChange(tractor, tillageUnit, toolCounter)
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drawUI.drawUI(board, display, tractor, tractor.direction, tillageUnit, field, animationSpeed)
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clock.tick(FPS)
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pygame.quit()
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quit()