A* and corrected graphsearch

This commit is contained in:
Łukasz 2021-04-28 15:31:17 +02:00
parent 8098a258f2
commit 5109d10d8c
6 changed files with 77 additions and 129 deletions

View File

@ -8,21 +8,6 @@ class Field:
def state(self): def state(self):
return self.__state return self.__state
@property
def cost(self):
if self.state == 'toPlow':
return 1
elif self.state == 'toSeed':
return 2
elif self.state == 'toFertilize':
return 3
elif self.state == 'toWater':
return 4
elif self.state == 'toCut':
return 5
else:
return 0
@property @property
def horizontal_index(self): def horizontal_index(self):
return self.__horizontal_index return self.__horizontal_index
@ -31,6 +16,21 @@ class Field:
def vertical_index(self): def vertical_index(self):
return self.__vertical_index return self.__vertical_index
@property
def cost(self):
if self.state == 'toPlow':
return 1
elif self.state == 'toSeed':
return 2
elif self.state == 'toFertilize':
return 300
elif self.state == 'toWater':
return 4
elif self.state == 'toCut':
return 5000
else:
return 0
@state.setter @state.setter
def state(self, state): def state(self, state):
if state == "toPlow" or state == "toWater" or state == "toSeed" or \ if state == "toPlow" or state == "toWater" or state == "toSeed" or \

View File

@ -1,21 +1,7 @@
from constants import * from constants import *
from queue import Queue
class Node:
def __init__(self, parent: (int, int), index: (int, int)):
self.__index = index
self.__parent = parent
def get_index(self):
return self.__index
def get_parent(self):
return self.__parent
def whichStateLookingFor(tractor, TillageUnit): def whichStateLookingFor(tractor, TillageUnit):
searching_field = "toPlow" searching_field = "none"
if tractor.header and tractor.hitch == "Crop Trailer": if tractor.header and tractor.hitch == "Crop Trailer":
searching_field = "toCut" searching_field = "toCut"
elif isinstance(tractor.hitch, TillageUnit) and tractor.hitch.load == "Nothing": elif isinstance(tractor.hitch, TillageUnit) and tractor.hitch.load == "Nothing":
@ -30,87 +16,15 @@ def whichStateLookingFor(tractor, TillageUnit):
def nearestLookingField(board, tractor, TillageUnit): def nearestLookingField(board, tractor, TillageUnit):
horizontal_tiles_number = int(HORIZONTAL_TILES_NUMBER)
vertical_tiles_number = int(VERTICAL_TILES_NUMBER)
print(horizontal_tiles_number, vertical_tiles_number)
a = input()
end_horizontal_index = 0 end_horizontal_index = 0
end_vertical_index = 0 end_vertical_index = 0
searching_field = whichStateLookingFor(tractor, TillageUnit) searching_field = whichStateLookingFor(tractor, TillageUnit)
for i in range(horizontal_tiles_number): for i in range(0, int(HORIZONTAL_TILES_NUMBER)):
for j in range(vertical_tiles_number): for j in range(0, int(VERTICAL_TILES_NUMBER)):
field = board[i][j] field = board[i][j]
if searching_field == field.state: if searching_field == field.state:
end_horizontal_index = field.horizontal_index end_horizontal_index = field.horizontal_index / TILE_SIZE
end_vertical_index = field.vertical_index end_vertical_index = field.vertical_index / TILE_SIZE
break
return end_horizontal_index, end_vertical_index return end_horizontal_index, end_vertical_index
return end_horizontal_index, end_vertical_index
def graphsearch(tractor, board, TillageUnit, fringe: Queue, explored):
start_horizontal_index = tractor.horizontal_index
start_vertical_index = tractor.vertical_index
start_state = (start_horizontal_index, start_vertical_index)
end_state = nearestLookingField(board, tractor, TillageUnit)
print(start_state)
print(end_state)
fringe.put(start_state)
while True:
if fringe.empty():
return False
elem = fringe.get()
if goaltest(elem, end_state):
break
#TODO
#return droga ktora musi pokonac traktor
else:
explored.append(elem)
elem = succ(start_state, end_state, tractor)
fringe.put(elem)
def goaltest(elem, end_state):
print('element:', elem, 'state:', end_state)
if elem == end_state:
return True
else:
return False
def succ(start_state, end_state, tractor):
print(tractor.horizontal_index, ' ', tractor.vertical_index)
a = input()
if start_state[1] < end_state[1]:
if tractor.direction == "RIGHT":
tractor.drive()
print("przesunalem sie w prawo")
else:
tractor.direction = "RIGHT"
elif start_state[1] > end_state[1]:
if tractor.direction == "LEFT":
tractor.drive()
print("przesunalem sie w lewo")
else:
tractor.direction = "LEFT"
elif start_state[0] < end_state[0]:
if tractor.direction == "DOWN":
tractor.drive()
print("przesunalem sie w dol")
else:
tractor.direction = "DOWN"
elif start_state[0] > end_state[0]:
if tractor.direction == "UP":
tractor.drive()
print("przesunalem sie w gore")
else:
tractor.direction = "UP"
else:
return tractor.horizontal_index, tractor.horizontal_index

View File

@ -94,7 +94,6 @@ class Tractor:
@direction.setter @direction.setter
def direction(self, direction): def direction(self, direction):
if direction == "UP" or direction == "DOWN" or direction == "RIGHT" or direction == "LEFT":
self.__direction = direction self.__direction = direction
@ -111,3 +110,33 @@ class Tractor:
elif self.__direction == "LEFT" and self.horizontal_index > 0: elif self.__direction == "LEFT" and self.horizontal_index > 0:
self.__horizontal_index += -mRange self.__horizontal_index += -mRange
self.reduce_fuel() self.reduce_fuel()
def left_rotation(self):
if self.__direction == "UP":
self.__direction = "LEFT"
elif self.__direction == "LEFT":
self.__direction = "DOWN"
elif self.__direction == "DOWN":
self.__direction = "RIGHT"
elif self.__direction == "RIGHT":
self.__direction = "UP"
def right_rotation(self):
if self.__direction == "UP":
self.__direction = "RIGHT"
elif self.__direction == "RIGHT":
self.__direction = "DOWN"
elif self.__direction == "DOWN":
self.__direction = "LEFT"
elif self.__direction == "LEFT":
self.__direction = "UP"
def auto_movement(self, move):
if move == "Move":
self.drive()
elif move == "Left_Rotation":
self.left_rotation()
elif move == "Right_Rotation":
self.right_rotation()

View File

@ -29,8 +29,8 @@ TRACTOR_WIDTH = TILE_SIZE
TRACTOR_HEIGHT = TILE_SIZE TRACTOR_HEIGHT = TILE_SIZE
#FRAMES PER SECOND #FRAMES PER SECOND
FPS = 10 FPS = 5
#ANIMATION_PART #ANIMATION_PART
ANIMATION_PART = 11 ANIMATION_PART = 1

28
main.py
View File

@ -1,15 +1,14 @@
import pygame import pygame
import Board import Board
import FindPath
import TractorAction import TractorAction
import drawUI import drawUI
from FindPath import graphsearch import Graphsearch
from Tractor import Tractor from Tractor import Tractor
from TractorLoad import TillageUnit from TractorLoad import TillageUnit
from animations import animationsOn, animationsOff
from constants import * from constants import *
from manualSteering import manualSteeringDriver from manualSteering import manualSteeringDriver
from queue import Queue
pygame.init() pygame.init()
@ -27,11 +26,13 @@ toolCounter = - 1
board = Board.generate() board = Board.generate()
tractor = Tractor(horizontal_index=-0, vertical_index=0, hitch="nothing", header=False, autodrive=False, tractor = Tractor(horizontal_index=-0, vertical_index=0, hitch="nothing", header=False, autodrive=True,
direction='RIGHT') direction="RIGHT")
tillageUnit = TillageUnit("Nothing") tillageUnit = TillageUnit("Nothing")
tractor.turnOnEngine() tractor.turnOnEngine()
move_list = []
clock = pygame.time.Clock() clock = pygame.time.Clock()
@ -45,23 +46,28 @@ while working:
field = board[tractor.horizontal_index][tractor.vertical_index] field = board[tractor.horizontal_index][tractor.vertical_index]
print("curr field cost", field.cost) if not move_list:
print("tractor dir", tractor.direction) field.state = TractorAction.changeFieldState(field, tractor)
istate = Graphsearch.Istate(tractor.direction, tractor.horizontal_index, tractor.vertical_index)
move_list = Graphsearch.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 tractor.autodrive and tractor.engineWorking: if tractor.autodrive and tractor.engineWorking:
animationSpeed = ANIMATION_PART animationSpeed = ANIMATION_PART
else: else:
animationSpeed = 1 animationSpeed = 1
print(ANIMATION_PART)
if tractor.autodrive: if field.horizontal_index == 0 and field.vertical_index == 0 and not move_list:
tractor, tillageUnit, toolCounter = TractorAction.autoToolsChange(tractor, tillageUnit, toolCounter) tractor, tillageUnit, toolCounter = TractorAction.autoToolsChange(tractor, tillageUnit, toolCounter)
field.state = TractorAction.changeFieldState(field, tractor)
drawUI.drawUI(board, display, tractor, tractor.direction, tillageUnit, field, animationSpeed) drawUI.drawUI(board, display, tractor, tractor.direction, tillageUnit, field, animationSpeed)
clock.tick(FPS) clock.tick(FPS)
#graphsearch(tractor, board, TillageUnit, Queue(), list())
pygame.quit() pygame.quit()
quit() quit()

View File

@ -51,13 +51,12 @@ def manualSteeringDriver(event, board, tractor, hitchCounter, tillageUnit, loadC
def manualTurning(event, tractor): def manualTurning(event, tractor):
tractor.direction = "STOP"
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT and tractor.horizontal_index > 0: if event.key == pygame.K_LEFT and tractor.horizontal_index > 0:
tractor.direction = "LEFT" tractor.direction = TRACTOR_DIRECTION_LEFT
elif event.key == pygame.K_RIGHT and tractor.horizontal_index < HORIZONTAL_TILES_NUMBER - 1: elif event.key == pygame.K_RIGHT and tractor.horizontal_index < HORIZONTAL_TILES_NUMBER - 1:
tractor.direction = "RIGHT" tractor.direction = TRACTOR_DIRECTION_RIGHT
elif event.key == pygame.K_UP and tractor.vertical_index > 0: elif event.key == pygame.K_UP and tractor.vertical_index > 0:
tractor.direction = "UP" tractor.direction = TRACTOR_DIRECTION_UP
elif event.key == pygame.K_DOWN and tractor.vertical_index < VERTICAL_TILES_NUMBER - 1: elif event.key == pygame.K_DOWN and tractor.vertical_index < VERTICAL_TILES_NUMBER - 1:
tractor.direction = "DOWN" tractor.direction = TRACTOR_DIRECTION_DOWN