player uses bfs to find the shortest route to a chest while avoiding enemies
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parent
0969564c3f
commit
5d83e51c73
54
hero.py
54
hero.py
@ -21,6 +21,7 @@ class Player(Creature):
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self.direction = 0
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self.queue=[]
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self.goalchest=False
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self.step_counter=0
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def rotate(self, clockwise=True):
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if clockwise:
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@ -37,7 +38,7 @@ class Player(Creature):
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self.pos[1] + self.directions[self.direction][1])
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if new_position in possible_steps:
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self.model.grid.move_agent(self, new_position)
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print("moved to ", new_position)
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# def move(self): # OLD
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# possible_steps = self.model.grid.get_neighborhood(
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# self.pos,
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@ -195,85 +196,108 @@ class Player(Creature):
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# pole to element wziety z kolejki path
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def actionPlanner(self, cell):
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x0 = self.pos[0]
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y0 = self.pos[1]
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x = cell[0]
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y = cell[1]
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def actionPlanner(self, cell_from, cell_to):
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x0 = cell_from[0]
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y0 = cell_from[1]
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x = cell_to[0]
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y = cell_to[1]
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if (x > x0):
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if (self.direction == 1):
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self.queue.append("fwd")
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elif (self.direction == 0):
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("fwd")
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elif (self.direction == 2):
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self.queue.append("tl")
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self.rotate(False)
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self.queue.append("fwd")
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else:
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("tr")
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self.rotate(True)
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self.queue.insert("fwd")
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elif (x < x0):
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if (self.direction == 3):
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self.queue.append("fwd")
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elif (self.direction == 0):
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self.queue.append("tl")
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self.rotate(False)
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self.queue.append("fwd")
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elif (self.direction == 2):
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("fwd")
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else:
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("fwd")
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else:
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if (y > y0):
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elif (y > y0):
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if (self.direction == 0):
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self.queue.append("fwd")
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elif (self.direction == 1):
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self.queue.append("tl")
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self.rotate(False)
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self.queue.append("fwd")
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elif (self.direction == 3):
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("fwd")
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else:
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("fwd")
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else:
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elif (y < y0):
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if (self.direction == 2):
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self.queue.append("fwd")
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elif (self.direction == 3):
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self.queue.append("tl")
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self.rotate(False)
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self.queue.append("fwd")
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elif (self.direction == 1):
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("fwd")
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else:
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("tr")
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self.rotate(True)
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self.queue.append("fwd")
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# if (len(self.path)==0):
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# self.queue.append("op")
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elif (len(self.path)==0):
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self.queue.append("op")
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def step(self):
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self.step_counter+=1
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if self.health > 0:
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# self.moveFwd()
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# self.rotate(False)
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print("position: ", self.pos)
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if not self.goalchest: #jeśli nie ma wyznaczonej skrzynki do której idzie to robi bfs żeby ją wyznaczyć
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self.path=self.findShortestPathToTarget()
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print("the player should follow this path:",self.path)
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for cell in self.path: #iteruje po kolejnych krotkach ze współrzędnymi pól
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self.actionPlanner(cell) #dla każdego pola dodaje do kolejki kilka akcji potrzebnych żeby do niego dojść
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print("the player should follow this path:", self.path)
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for i in range(len(self.path)-1): #iteruje po kolejnych krotkach ze współrzędnymi pól
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#actionPlanner ma się wykonać i-1 razy, bo dla ostatniego pola już nie
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self.actionPlanner(self.path[i], self.path[i+1]) #dla każdego pola dodaje do kolejki kilka akcji potrzebnych żeby do niego dojść
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print(self.queue)
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if len(self.queue)!=0:
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while len(self.queue)!=0:
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self.action=self.queue.pop(0)
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if self.action=="tr":
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self.rotate(True)
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print("tr'd, direction: ", self.direction)
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break
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elif self.action=="tl":
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self.rotate(False)
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print("tl'd, direction: ", self.direction)
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break
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elif self.action=="fwd":
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self.moveFwd()
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break
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cellmates = self.model.grid.get_cell_list_contents([self.pos])
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if len(cellmates) > 1:
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if isinstance(cellmates[0], Box):
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