modified map + moving agent

This commit is contained in:
jbiesek 2022-05-10 20:06:15 +02:00
parent 4cfd961c67
commit 0c53368869
32 changed files with 411 additions and 31 deletions

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@ -3,12 +3,18 @@ import settings
class Instance:
def __init__(self, tank_capacity, direction):
def __init__(self, tank_capacity, direction, seeds, feritizer, water, carrots, potatoes, wheat):
size = settings.Field.size
self.rect = pygame.Rect(0, 0, size(), size())
self.action = ''
self.tank_capacity = tank_capacity
self.direction = direction
self.seeds = seeds
self.feritizer = feritizer
self.water = water
self.carrots = carrots
self.potatoes = potatoes
self.wheat = wheat
def coordinates(self):
return {
@ -28,6 +34,48 @@ class Instance:
def set_tank_capacity(self, fuel_units):
self.tank_capacity = fuel_units
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_seeds(self):
return self.seeds
def set_seeds(self, seeds):
self.seeds = seeds
def get_feritizer(self):
return self.feritizer
def set_feritizer(self, feritizer):
self.feritizer = feritizer
def get_water(self):
return self.water
def set_water(self, water):
self.water = water
def get_carrots(self):
return self.carrots
def set_carrots(self, carrots):
self.carrots = carrots
def get_potatoes(self):
return self.potatoes
def set_potatoes(self, potatoes):
self.potatoes = potatoes
def get_wheat(self):
return self.wheat
def set_wheat(self, wheat):
self.wheat = wheat
def move(self, action):
key_pressed = pygame.key.get_pressed()
height = settings.Pygame.height()

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@ -143,11 +143,11 @@ def print_moves(elem):
return moves_list
def is_move_allowed(node):
if node.get_direction() == 2 and node.get_x() + 1 < settings.Pygame.width():
if node.get_direction() == 2 and node.get_x() + 1 < settings.Field.horizontal_count():
return "x + 1"
elif node.get_direction() == 1 and node.get_y() - 1 >= 0:
return "y - 1"
elif node.get_direction() == 3 and node.get_y() + 1 < settings.Pygame.height():
elif node.get_direction() == 3 and node.get_y() + 1 < settings.Field.vertical_count():
return "y + 1"
elif node.get_direction() == 4 and node.get_x() - 1 >= 0:
return "x - 1"

View File

@ -39,7 +39,6 @@ class Object:
def create(self):
field_string = Type.get_string(self.type)
img = pygame.image.load("./assets/fields/" + field_string + "/" + self.name + ".jpg")
return pygame.transform.scale(img, (self.width, self.height))
@ -83,6 +82,103 @@ class Dirt(Field):
def __init__(self):
super(Dirt, self).__init__()
class Carrot_empty(Field):
type = Type.PLANT
name = 'carrot_empty'
cost = 5
def __init__(self):
super(Carrot_empty, self).__init__()
class Carrot_sow(Field):
type = Type.PLANT
name = 'carrot_sow'
cost = 5
def __init__(self):
super(Carrot_sow, self).__init__()
class Carrot_watered(Field):
type = Type.PLANT
name = 'carrot_watered'
cost = 5
def __init__(self):
super(Carrot_watered, self).__init__()
class Carrot_feritized(Field):
type = Type.PLANT
name = 'carrot_feritized'
cost = 5
def __init__(self):
super(Carrot_feritized, self).__init__()
class Potato_empty(Field):
type = Type.PLANT
name = 'potato_empty'
cost = 5
def __init__(self):
super(Potato_empty, self).__init__()
class Potato_sow(Field):
type = Type.PLANT
name = 'potato_sow'
cost = 5
def __init__(self):
super(Potato_sow, self).__init__()
class Potato_watered(Field):
type = Type.PLANT
name = 'potato_watered'
cost = 5
def __init__(self):
super(Potato_watered, self).__init__()
class Potato_feritized(Field):
type = Type.PLANT
name = 'potato_feritized'
cost = 5
def __init__(self):
super(Potato_feritized, self).__init__()
class Wheat_empty(Field):
type = Type.PLANT
name = 'wheat_empty'
cost = 5
def __init__(self):
super(Wheat_empty, self).__init__()
class Wheat_sow(Field):
type = Type.PLANT
name = 'wheat_sow'
cost = 5
def __init__(self):
super(Wheat_sow, self).__init__()
class Wheat_watered(Field):
type = Type.PLANT
name = 'wheat_watered'
cost = 5
def __init__(self):
super(Wheat_watered, self).__init__()
class Wheat_feritized(Field):
type = Type.PLANT
name = 'wheat_feritized'
cost = 5
def __init__(self):
super(Wheat_feritized, self).__init__()
class Cobble(Field):
type = Type.SPECIAL

286
main.py
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@ -1,13 +1,12 @@
import pygame
import math
import random
import graph
import time
import pygame
import agent
import astar
import common
import field
import settings
import common
import agent
import math
import time
import astar
possibleFields = {
'dirt': field.Dirt(),
@ -15,8 +14,35 @@ possibleFields = {
'cobble': field.Cobble(),
'sand': field.Sand(),
'station': field.Station(),
'carrot_empty': field.Carrot_empty(),
'carrot_sow': field.Carrot_sow(),
'carrot_watered': field.Carrot_watered(),
'carrot_feritized': field.Carrot_feritized(),
'potato_empty': field.Potato_empty(),
'potato_sow': field.Potato_sow(),
'potato_watered': field.Potato_watered(),
'potato_feritized': field.Potato_feritized(),
'wheat_empty': field.Wheat_empty(),
'wheat_sow': field.Wheat_sow(),
'wheat_watered': field.Wheat_watered(),
'wheat_feritized': field.Wheat_feritized()
}
possibleFieldsWithPlants = [
'carrot_empty',
'carrot_sow',
'carrot_watered',
'carrot_feritized',
'potato_empty',
'potato_sow',
'potato_watered',
'potato_feritized',
'wheat_empty',
'wheat_sow',
'wheat_watered',
'wheat_feritized'
]
def randomize_map():
fields_array = []
@ -25,37 +51,47 @@ def randomize_map():
field_array_big = []
field_array_small = []
field_array_big_2 = []
field_array_big_3 = []
field_array_small_2 = []
field_array_small_3 = []
width = settings.Field.horizontal_count()
height = settings.Field.vertical_count()
for i in range(width):
for j in range(height):
# k = random.choice(list(possibleFields.keys()))
x = random.uniform(0, 100)
if x < 4:
field_array_small.append(possibleFields['dirt'].tile.object)
if x <= 80:
plant = random.choice(possibleFieldsWithPlants)
field_array_small.append(possibleFields[plant].tile.object)
field_array_small_2.append('dirt')
elif 4 < x < 55:
field_array_small_3.append(plant)
elif 80 < x <= 90:
field_array_small.append(possibleFields['sand'].tile.object)
field_array_small_2.append('sand')
elif 55 < x < 100:
field_array_small_3.append('sand')
elif 90 < x <= 100:
field_array_small.append(possibleFields['grass'].tile.object)
field_array_small_2.append('grass')
field_array_small_3.append('grass')
field_array_big.append(field_array_small)
field_array_big_2.append(field_array_small_2)
field_array_big_3.append(field_array_small_3)
field_array_small = []
field_array_small_2 = []
field_array_small_3 = []
for i in range(height):
field_array_big[math.floor(width / 2)][i] = possibleFields['cobble'].tile.object
field_array_big_2[math.floor(width / 2)][i] = 'cobble'
field_array_big_3[math.floor(width / 2)][i] = 'cobble'
for i in range(width):
field_array_big[i][math.floor(height / 2)] = possibleFields['cobble'].tile.object
field_array_big_2[i][math.floor(height / 2)] = 'cobble'
field_array_big_3[i][math.floor(height / 2)] = 'cobble'
field_array_big[0][0] = possibleFields['station'].tile.object
field_array_big_2[0][0] = 'station'
return field_array_big, field_array_big_2
field_array_big_3[0][0] = 'station'
return field_array_big, field_array_big_2, field_array_big_3
def read_img(agent, fields):
@ -107,8 +143,216 @@ def draw_window(agent, fields):
pygame.display.update()
def generate_movement(fields_for_astar, fields_with_plants, fields_for_movement, agent):
fields_to_sow = []
fields_to_water = []
fields_to_feritize = []
fields_to_harvest = []
width = settings.Field.horizontal_count()
height = settings.Field.vertical_count()
k = 0
for i in range(width):
for j in range(height):
if fields_with_plants[i][j] == 'potato_empty' or fields_with_plants[i][j] == 'carrot_empty' or \
fields_with_plants[i][j] == 'wheat_empty':
tab = [i, j]
fields_to_sow.append(tab)
elif fields_with_plants[i][j] == 'potato_sow' or fields_with_plants[i][j] == 'carrot_sow' or \
fields_with_plants[i][j] == 'wheat_sow':
tab = [i, j]
fields_to_water.append(tab)
elif fields_with_plants[i][j] == 'potato_watered' or fields_with_plants[i][j] == 'carrot_watered' or \
fields_with_plants[i][j] == 'wheat_watered':
tab = [i, j]
fields_to_feritize.append(tab)
elif fields_with_plants[i][j] == 'potato_feritized' or fields_with_plants[i][j] == 'carrot_feritized' or \
fields_with_plants[i][j] == 'wheat_feritized':
tab = [i, j]
fields_to_harvest.append(tab)
while True:
decision = False # tu będzie wywołanie drzewa decyzyjnego (powrot do bazy)
cords = agent.coordinates()
x = cords['x']
y = cords['y']
dir = agent.get_direction()
if k == 0 and len(fields_to_harvest) > 0 and decision == False: # harvest
field_to_visit, l = get_closest_field(fields_to_harvest, x, y, dir, fields_for_astar)
x1, y1 = field_to_visit[0], field_to_visit[1]
del fields_to_harvest[l]
if fields_with_plants[x1][y1] == 'wheat_feritized':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_sow.append(field_to_visit)
fields_with_plants[x1][y1] = 'wheat_empty'
fields_for_movement[x1][y1] = possibleFields['wheat_empty'].tile.object
draw_window(agent, fields_for_movement)
elif fields_with_plants[x1][y1] == 'carrot_feritized':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_sow.append(field_to_visit)
fields_with_plants[x1][y1] = 'carrot_empty'
fields_for_movement[x1][y1] = possibleFields['carrot_empty'].tile.object
draw_window(agent, fields_for_movement)
elif fields_with_plants[x1][y1] == 'potato_feritized':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_sow.append(field_to_visit)
fields_with_plants[x1][y1] = 'potato_empty'
fields_for_movement[x1][y1] = possibleFields['potato_empty'].tile.object
draw_window(agent, fields_for_movement)
if len(fields_to_harvest) == 0:
k += 1
elif k == 1 and len(fields_to_water) > 0 and decision == False: # water
field_to_visit, l = get_closest_field(fields_to_water, x, y, dir, fields_for_astar)
del fields_to_water[l]
x1, y1 = field_to_visit[0], field_to_visit[1]
if fields_with_plants[x1][y1] == 'wheat_sow':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_feritize.append(field_to_visit)
fields_with_plants[x1][y1] = 'wheat_watered'
fields_for_movement[x1][y1] = possibleFields['wheat_watered'].tile.object
draw_window(agent, fields_for_movement)
elif fields_with_plants[x1][y1] == 'carrot_sow':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_feritize.append(field_to_visit)
fields_with_plants[x1][y1] = 'carrot_watered'
fields_for_movement[x1][y1] = possibleFields['carrot_watered'].tile.object
draw_window(agent, fields_for_movement)
elif fields_with_plants[x1][y1] == 'potato_sow':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_feritize.append(field_to_visit)
fields_with_plants[x1][y1] = 'potato_watered'
fields_for_movement[x1][y1] = possibleFields['potato_watered'].tile.object
draw_window(agent, fields_for_movement)
if len(fields_to_water) == 0:
k += 1
elif k == 2 and len(fields_to_feritize) > 0 and decision == False: # feritize
field_to_visit, l = get_closest_field(fields_to_feritize, x, y, dir, fields_for_astar)
del fields_to_feritize[l]
x1, y1 = field_to_visit[0], field_to_visit[1]
if fields_with_plants[x1][y1] == 'wheat_watered':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_harvest.append(field_to_visit)
fields_with_plants[x1][y1] = 'wheat_feritized'
fields_for_movement[x1][y1] = possibleFields['wheat_feritized'].tile.object
draw_window(agent, fields_for_movement)
elif fields_with_plants[x1][y1] == 'carrot_watered':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_harvest.append(field_to_visit)
fields_with_plants[x1][y1] = 'carrot_feritized'
fields_for_movement[x1][y1] = possibleFields['carrot_feritized'].tile.object
draw_window(agent, fields_for_movement)
elif fields_with_plants[x1][y1] == 'potato_watered':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_harvest.append(field_to_visit)
fields_with_plants[x1][y1] = 'potato_feritized'
fields_for_movement[x1][y1] = possibleFields['potato_feritized'].tile.object
draw_window(agent, fields_for_movement)
if len(fields_to_feritize) == 0:
k += 1
elif k == 3 and len(fields_to_sow) > 0 and decision == False: # sow
field_to_visit, l = get_closest_field(fields_to_sow, x, y, dir, fields_for_astar)
del fields_to_sow[l]
x1, y1 = field_to_visit[0], field_to_visit[1]
if fields_with_plants[x1][y1] == 'wheat_empty':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_water.append(field_to_visit)
fields_with_plants[x1][y1] = 'wheat_sow'
fields_for_movement[x1][y1] = possibleFields['wheat_sow'].tile.object
draw_window(agent, fields_for_movement)
elif fields_with_plants[x1][y1] == 'carrot_empty':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_water.append(field_to_visit)
fields_with_plants[x1][y1] = 'carrot_sow'
fields_for_movement[x1][y1] = possibleFields['carrot_sow'].tile.object
draw_window(agent, fields_for_movement)
elif fields_with_plants[x1][y1] == 'potato_empty':
state = astar.State(dir, x, y)
move_list = (
astar.graphsearch([], astar.f, [], [field_to_visit[0], field_to_visit[1]], state, fields_for_astar,
astar.succ))
agent_movement(move_list, agent, fields_for_movement, fields_for_astar)
fields_to_water.append(field_to_visit)
fields_with_plants[x1][y1] = 'potato_sow'
fields_for_movement[x1][y1] = possibleFields['potato_sow'].tile.object
draw_window(agent, fields_for_movement)
if len(fields_to_sow) == 0:
k = 0
def get_closest_field(fields_to_visit, x, y, dir, fields_for_astar):
j = 0
closest_field = fields_to_visit[0]
state = astar.State(dir, x, y)
move_list_prev = (astar.graphsearch([], astar.f, [], [closest_field[0], closest_field[1]], state, fields_for_astar,
astar.succ))
for i in range(1, len(fields_to_visit)):
curr_field = fields_to_visit[i]
state = astar.State(dir, x, y)
move_list = (astar.graphsearch([], astar.f, [], [curr_field[0], curr_field[1]], state, fields_for_astar,
astar.succ))
if len(move_list) < len(move_list_prev):
closest_field = curr_field
move_list_prev = move_list
j = i
return closest_field, j
def agent_movement(move_list, agent, fields, fields_2):
for action in move_list:
if action == 'l' or action == 'r':
agent_action(agent.rotate(action))
elif action == 'f':
agent_action(agent.move(action))
draw_window(agent, fields)
time.sleep(0.5)
common = common.Instance()
agent = agent.Instance(1000, 2)
agent = agent.Instance(1500, 2, 50, 50, 50, 0, 0, 0)
def main():
@ -121,10 +365,7 @@ def main():
settings.Pygame.height())))
pygame.display.set_caption(settings.Pygame.display_name())
fields, fields_2 = randomize_map()
state = astar.State(2, 0, 0)
move_list = (astar.graphsearch([], astar.f,[], [10,10] , state, fields_2 ,astar.succ))
print(move_list)
fields, fields_2, fields_3 = randomize_map()
x = True
while common.get('game_running'):
pygame.time.Clock().tick(settings.Pygame.fps())
@ -136,14 +377,9 @@ def main():
else:
draw_window(agent, fields)
if x:
for action in move_list:
if action == 'l' or action == 'r':
agent_action(agent.rotate(action))
elif action == 'f':
agent_action(agent.move(action))
draw_window(agent, fields)
time.sleep(0.5)
generate_movement(fields_2, fields_3, fields, agent)
x = False
agent_action(agent.rotate(None))
agent_action(agent.move(None))

View File

@ -5,11 +5,11 @@ class Field:
@staticmethod
def horizontal_count():
return 24
return 11
@staticmethod
def vertical_count():
return 16
return 11
class Pygame: