updated main, repaired astar, added method for get actions from coords, expected to be used in GA
This commit is contained in:
parent
5f324d82dc
commit
fc16e616d4
@ -12,7 +12,7 @@ def getPrediction(img_path, network_name):
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img = Image.open(img_path)
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transform_tensor = transforms.ToTensor()(img).unsqueeze_(0)
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classes = ['glass', 'metal', 'paper', 'plastic']
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neural_net.load_state_dict(torch.load(PATH + network_name))
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neural_net.load_state_dict(torch.load(PATH + network_name, map_location='cpu'))
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neural_net.eval()
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outputs = neural_net(transform_tensor)
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0
data_structures/__init__.py
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0
data_structures/__init__.py
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@ -4,40 +4,18 @@
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| | | |--- class: 0
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| | |--- feature_0 > 1.50
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| | | |--- feature_3 <= 3.50
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| | | | |--- feature_2 <= 2.50
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| | | | |--- feature_4 <= 2.50
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| | | | | |--- class: 1
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| | | | |--- feature_2 > 2.50
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| | | | | |--- feature_4 <= 2.50
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| | | | |--- feature_4 > 2.50
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| | | | | |--- feature_2 <= 2.50
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| | | | | | |--- class: 1
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| | | | | |--- feature_4 > 2.50
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| | | | | |--- feature_2 > 2.50
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| | | | | | |--- class: 0
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| | | |--- feature_3 > 3.50
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| | | | |--- feature_3 <= 4.50
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| | | | | |--- feature_1 <= 2.50
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| | | | | | |--- feature_0 <= 2.50
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| | | | | | | |--- feature_1 <= 1.50
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| | | | | | | | |--- feature_2 <= 2.50
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| | | | | | | | | |--- class: 1
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| | | | | | | | |--- feature_2 > 2.50
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| | | | | | | | | |--- feature_4 <= 2.00
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| | | | | | | | | | |--- class: 1
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| | | | | | | | | |--- feature_4 > 2.00
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| | | | | | | | | | |--- class: 0
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| | | | | | | |--- feature_1 > 1.50
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| | | | | | | | |--- class: 0
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| | | | | | |--- feature_0 > 2.50
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| | | | | | | |--- feature_4 <= 2.50
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| | | | | | | | |--- class: 1
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| | | | | | | |--- feature_4 > 2.50
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| | | | | | | | |--- feature_2 <= 2.50
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| | | | | | | | | |--- class: 1
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| | | | | | | | |--- feature_2 > 2.50
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| | | | | | | | | |--- class: 0
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| | | | | |--- feature_1 > 2.50
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| | | | | | |--- feature_0 <= 3.50
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| | | | | | | |--- class: 0
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| | | | | | |--- feature_0 > 3.50
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| | | | | | | |--- feature_1 <= 3.50
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| | | | | | | | |--- feature_4 <= 2.50
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| | | | | | | | | |--- class: 1
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| | | | | | | | |--- feature_4 > 2.50
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@ -45,8 +23,30 @@
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| | | | | | | | | | |--- class: 1
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| | | | | | | | | |--- feature_2 > 2.00
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| | | | | | | | | | |--- class: 0
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| | | | | | | |--- feature_1 > 3.50
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| | | | | | | |--- feature_1 > 1.50
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| | | | | | | | |--- class: 0
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| | | | | | |--- feature_0 > 2.50
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| | | | | | | |--- feature_2 <= 2.50
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| | | | | | | | |--- class: 1
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| | | | | | | |--- feature_2 > 2.50
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| | | | | | | | |--- feature_4 <= 2.50
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| | | | | | | | | |--- class: 1
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| | | | | | | | |--- feature_4 > 2.50
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| | | | | | | | | |--- class: 0
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| | | | | |--- feature_1 > 2.50
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| | | | | | |--- feature_1 <= 3.50
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| | | | | | | |--- feature_0 <= 3.50
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| | | | | | | | |--- class: 0
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| | | | | | | |--- feature_0 > 3.50
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| | | | | | | | |--- feature_4 <= 2.50
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| | | | | | | | | |--- class: 1
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| | | | | | | | |--- feature_4 > 2.50
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| | | | | | | | | |--- feature_2 <= 2.00
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| | | | | | | | | | |--- class: 1
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| | | | | | | | | |--- feature_2 > 2.00
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| | | | | | | | | | |--- class: 0
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| | | | | | |--- feature_1 > 3.50
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| | | | | | | |--- class: 0
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| | | | |--- feature_3 > 4.50
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| | | | | |--- class: 0
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| |--- feature_4 > 3.50
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@ -73,8 +73,8 @@
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| | |--- feature_2 > 1.50
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| | | |--- class: 0
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|--- feature_2 > 3.50
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| |--- feature_4 <= 1.50
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| | |--- feature_1 <= 1.50
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| |--- feature_1 <= 1.50
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| | |--- feature_4 <= 1.50
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| | | |--- feature_2 <= 4.50
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| | | | |--- feature_0 <= 1.50
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| | | | | |--- class: 0
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@ -85,7 +85,7 @@
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| | | | | | |--- class: 0
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| | | |--- feature_2 > 4.50
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| | | | |--- class: 0
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| | |--- feature_1 > 1.50
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| | |--- feature_4 > 1.50
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| | | |--- class: 0
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| |--- feature_4 > 1.50
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| |--- feature_1 > 1.50
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| | |--- class: 0
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last_map.nparr
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BIN
last_map.nparr
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100
main.py
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main.py
@ -1,25 +1,24 @@
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from asyncio import sleep
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from calendar import c
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from random import randint
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import time
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import os
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from game_objects.player import Player
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import pygame as pg
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import sys
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from os import path
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from random import randint
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import math
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from map import *
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from settings import *
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from map import map
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from map import map_utils
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from path_search_algorthms import bfs
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from path_search_algorthms import a_star, a_star_utils
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from decision_tree import decisionTree
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from NeuralNetwork import prediction
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import pygame as pg
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import numpy
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from game_objects.player import Player
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from game_objects.aiPlayer import aiPlayer
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from game_objects.trash import Trash
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from game_objects import aiPlayer
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import itertools
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from map import map
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from map import map_utils
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from path_search_algorthms import bfs
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from path_search_algorthms import a_star_controller
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from decision_tree import decisionTree
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from NeuralNetwork import prediction
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from settings import *
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def getTree():
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@ -51,17 +50,7 @@ class Game():
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# because dont work without data.txt
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# self.init_bfs()
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# self.init_a_star()
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self.t = aiPlayer.aiPlayer(self.player, game=self)
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def get_actions_by_coords(self,x,y):
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pos = (x,y)
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offset_x, offset_y = self.camera.offset()
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clicked_coords = [math.floor(pos[0] / TILESIZE) - offset_x, math.floor(pos[1] / TILESIZE) - offset_y]
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actions = a_star.search_path(math.floor(self.player.pos[0] / TILESIZE),
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math.floor(self.player.pos[1] / TILESIZE), self.player.rotation(),
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clicked_coords[0], clicked_coords[1], self.mapArray)
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return actions
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self.t = aiPlayer(self.player, game=self)
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def init_game(self):
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# initialize all variables and do all the setup for a new game
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@ -70,6 +59,12 @@ class Game():
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# sprite groups and map array for calculations
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(self.roadTiles, self.wallTiles, self.trashbinTiles), self.mapArray = map.get_tiles()
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# save current map
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file = open('last_map.nparr', 'wb')
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numpy.save(file, self.mapArray, allow_pickle=True)
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file.close
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self.trashDisplay = pg.sprite.Group()
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self.agentSprites = pg.sprite.Group()
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# player obj
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@ -80,7 +75,6 @@ class Game():
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# other
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self.debug_mode = False
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def init_bfs(self):
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start_node = (0, 0)
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target_node = (18, 18)
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@ -96,17 +90,8 @@ class Game():
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nextNode = node[1]
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print(realPath)
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def init_a_star(self):
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# szukanie sciezki na sztywno i wyprintowanie wyniku (tablica stringow)
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start_x = 0
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start_y = 0
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target_x = 6
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target_y = 2
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path = a_star.search_path(start_x, start_y, target_x, target_y, self.mapArray)
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print(path)
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def init_decision_tree(self):
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# logika pracy z drzewem
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# logika pracy z drzewem
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self.positive_decision = []
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self.negative_decision = []
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@ -118,7 +103,7 @@ class Game():
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self.positive_decision.append(i)
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else:
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self.negative_decision.append(i)
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# print('positive actions')
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# for i in self.positive_actions:
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# print('----')
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@ -129,8 +114,10 @@ class Game():
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print(len(self.positive_decision))
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for i in self.positive_decision:
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# print(i.get_coords())
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print('action')
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trash_x, trash_y = i.get_coords()
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action = self.get_actions_by_coords(trash_x, trash_y)
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action = a_star_controller.get_actions_for_target_coords(trash_x, trash_y, self)
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print(action)
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self.t.startAiController(action)
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print('')
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@ -140,32 +127,31 @@ class Game():
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for i in range(0, 10):
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random = randint(0, 48)
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file = files[random]
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result = prediction.getPrediction(dir + '/' +file, 'trained_nn_20.pth')
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img = pg.image.load(dir + '/' +file).convert_alpha()
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result = prediction.getPrediction(dir + '/' + file, 'trained_nn_20.pth')
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img = pg.image.load(dir + '/' + file).convert_alpha()
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img = pg.transform.scale(img, (128, 128))
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trash = Trash(img, 0, 0, 128, 128)
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self.trashDisplay.add(trash)
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self.text_display = result
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self.draw()
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print(result + ' ' + file)
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pg.time.wait(1000)
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# print(result + ' ' + file)
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pg.time.wait(100)
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self.text_display = ''
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self.draw()
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# print(self.positive_actions[0])
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# self.t.startAiController(self.positive_actions[0])
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def load_data(self):
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game_folder = path.dirname(__file__)
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img_folder = path.join(game_folder, 'resources/textures')
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game_folder = os.path.dirname(__file__)
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img_folder = os.path.join(game_folder, 'resources/textures')
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self.player_img = pg.image.load(path.join(img_folder, PLAYER_IMG)).convert_alpha()
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self.player_img = pg.image.load(os.path.join(img_folder, PLAYER_IMG)).convert_alpha()
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self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH, PLAYER_HEIGHT))
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def run(self):
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# game loop - set self.playing = False to end the game
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# game loop - set self.playing = False to end the game
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self.playing = True
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self.init_decision_tree()
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while self.playing:
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@ -195,8 +181,8 @@ class Game():
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map.render_tiles(self.trashDisplay, self.screen, self.camera)
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# draw text
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text_surface = pg.font.SysFont('Comic Sans MS', 30).render(self.text_display, False, (0,0,0))
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self.screen.blit(text_surface, (0,128))
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text_surface = pg.font.SysFont('Comic Sans MS', 30).render(self.text_display, False, (0, 0, 0))
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self.screen.blit(text_surface, (0, 128))
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# rerender additional sprites
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for sprite in self.agentSprites:
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@ -221,20 +207,16 @@ class Game():
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pos = pg.mouse.get_pos()
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offset_x, offset_y = self.camera.offset()
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clicked_coords = [math.floor(pos[0] / TILESIZE) - offset_x, math.floor(pos[1] / TILESIZE) - offset_y]
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actions = a_star.search_path(math.floor(self.player.pos[0] / TILESIZE),
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math.floor(self.player.pos[1] / TILESIZE), self.player.rotation(),
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clicked_coords[0], clicked_coords[1], self.mapArray)
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# print(actions)
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actions = a_star_controller.get_actions_by_coords(clicked_coords[0], clicked_coords[1], self)
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if (actions != None):
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self.t.startAiController(actions)
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# create the game object
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if __name__ == "__main__":
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g = Game()
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g.run()
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g.show_go_screen()
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main_test.py
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main_test.py
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@ -0,0 +1,10 @@
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from map import map_utils
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from path_search_algorthms import a_star, a_star_utils
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import numpy
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file = open('last_map.nparr', 'rb')
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array = numpy.load(file)
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file.close
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actions = a_star.search_path(12, 0, a_star_utils.Rotation.UP, 1, 5, array)
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print(actions)
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@ -1,8 +1,13 @@
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from data_structures.heap import Heap
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from path_search_algorthms import a_star_utils as utils
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def search_path(start_x: int, start_y: int, agent_rotation: utils.Rotation, target_x: int, target_y: int, array):
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def get_cost(start_x: int, start_y: int, target_x: int, target_y: int, array):
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actions = search_path(start_x, start_y, utils.Rotation.NONE, target_x, target_y, array)
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return len(actions)
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def search_path(start_x: int, start_y: int, agent_rotation: utils.Rotation, target_x: int, target_y: int, array):
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start_node = utils.Node(start_x, start_y, agent_rotation)
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target_node = utils.Node(target_x, target_y, utils.Rotation.NONE)
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@ -38,51 +43,10 @@ def search_path(start_x: int, start_y: int, agent_rotation: utils.Rotation, targ
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neighbour.h_cost = utils.get_h_cost(neighbour, target_node)
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neighbour.parent = node
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# add to search
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if(not search_list.contains(neighbour)):
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# add to search
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if (not search_list.contains(neighbour)):
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search_list.append(neighbour, neighbour.f_cost())
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# array version
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# nodes for check
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# search_list = [start_node]
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# checked nodes
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# searched_list: list[(int, int)] = []
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# while (len(search_list) > 0):
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# node = search_list[0]
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# # find cheapest node in search_list
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# for i in range(1, len(search_list)):
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# if (search_list[i].f_cost() <= node.f_cost()):
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# if(search_list[i].h_cost < node.h_cost):
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# node = search_list[i]
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# search_list.remove(node)
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# searched_list.append((node.x, node.y))
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# # check for target node
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# if ((node.x, node.y) == (target_x, target_y)):
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# return trace_path(node)
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# # neightbours processing
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# neighbours = utils.get_neighbours(node, searched_list, array)
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# for neighbour in neighbours:
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# # calculate new g cost for neightbour (start -> node -> neightbour)
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# new_neighbour_cost = node.g_cost + utils.get_neighbour_cost(node, neighbour)
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# if (new_neighbour_cost < neighbour.g_cost or neighbour not in search_list):
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# # replace cost and set parent node
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# neighbour.g_cost = new_neighbour_cost
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# neighbour.h_cost = utils.get_h_cost(neighbour, target_node)
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# neighbour.parent = node
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# # add to search
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# if(neighbour not in search_list):
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# search_list.append(neighbour)
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def trace_path(end_node: utils.Node):
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path = []
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@ -91,9 +55,11 @@ def trace_path(end_node: utils.Node):
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# set final rotation of end_node because we don't do it before
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node.rotation = utils.get_needed_rotation(node.parent, node)
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while (node.parent != 0):
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move = utils.get_move(node.parent, node)
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path += move
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while (node.parent != False):
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if (node.parent == utils.Rotation.NONE):
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path += "forward"
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else:
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path += utils.get_move(node.parent, node)
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node = node.parent
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# delete move on initial tile
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@ -107,6 +73,3 @@ def trace_path(end_node: utils.Node):
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return path
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26
path_search_algorthms/a_star_controller.py
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26
path_search_algorthms/a_star_controller.py
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import math
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from path_search_algorthms import a_star
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from settings import *
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def get_actions_by_coords(x, y, game):
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# print('get_actions_by_coords')
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# print(x, y, x/TILESIZE, y/TILESIZE)
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offset_x, offset_y = game.camera.offset()
|
||||
# print('offset ' + str(self.camera.offset()))
|
||||
clicked_coords = [math.floor(x / TILESIZE) - offset_x, math.floor(y / TILESIZE) - offset_y]
|
||||
# print(self.player.pos[0], self.player.pos[1], clicked_coords)
|
||||
actions = a_star.search_path(math.floor(game.player.pos[0] / TILESIZE),
|
||||
math.floor(game.player.pos[1] / TILESIZE), game.player.rotation(),
|
||||
clicked_coords[0], clicked_coords[1], game.mapArray)
|
||||
return actions
|
||||
|
||||
def get_actions_for_target_coords(x, y, game):
|
||||
actions = a_star.search_path(
|
||||
math.floor(game.player.pos[0] / TILESIZE),
|
||||
math.floor(game.player.pos[1] / TILESIZE),
|
||||
game.player.rotation(),
|
||||
x / TILESIZE,
|
||||
y / TILESIZE,
|
||||
game.mapArray
|
||||
)
|
||||
return actions
|
@ -3,6 +3,7 @@ from enum import Enum
|
||||
from map import map_utils
|
||||
from settings import *
|
||||
|
||||
|
||||
class Rotation(Enum):
|
||||
UP = 0
|
||||
RIGHT = 1
|
||||
@ -13,34 +14,37 @@ class Rotation(Enum):
|
||||
def __int__(self):
|
||||
return self.value
|
||||
|
||||
|
||||
class Node:
|
||||
def __init__(self, x: int, y: int, rotation: Rotation):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.g_cost = 0
|
||||
self.h_cost = 0
|
||||
self.parent = 0
|
||||
self.rotation = rotation
|
||||
|
||||
self.parent: Node | bool = False
|
||||
self.rotation: Rotation = rotation
|
||||
|
||||
def f_cost(self):
|
||||
return self.g_cost + self.h_cost
|
||||
|
||||
|
||||
def get_neighbours(node, searched_list, array):
|
||||
neighbours = []
|
||||
for offset_x in range (-1, 2):
|
||||
for offset_y in range (-1, 2):
|
||||
for offset_x in range(-1, 2):
|
||||
for offset_y in range(-1, 2):
|
||||
# don't look for cross neighbours
|
||||
if(abs(offset_x) + abs(offset_y) == 1):
|
||||
if (abs(offset_x) + abs(offset_y) == 1):
|
||||
x = node.x + offset_x
|
||||
y = node.y + offset_y
|
||||
# prevent out of map coords
|
||||
if (x >= 0 and x < MAP_WIDTH and y >= 0 and y < MAP_HEIGHT):
|
||||
if(map_utils.isRoadTile(array[y][x]) and (x, y) not in searched_list):
|
||||
if (map_utils.isRoadTile(array[y][x]) and (x, y) not in searched_list):
|
||||
neighbour = Node(x, y, Rotation.NONE)
|
||||
neighbour.rotation = get_needed_rotation(node, neighbour)
|
||||
neighbours.append(neighbour)
|
||||
return neighbours
|
||||
|
||||
|
||||
# move cost schema:
|
||||
# - move from tile to tile: 10
|
||||
# - add extra 10 (1 rotation) if it exists
|
||||
@ -49,11 +53,12 @@ def get_h_cost(start_node: Node, target_node: Node):
|
||||
distance_y = abs(start_node.y - target_node.y)
|
||||
cost = (distance_x + distance_y) * 10
|
||||
|
||||
if(distance_x > 0 and distance_y > 0):
|
||||
if (distance_x > 0 and distance_y > 0):
|
||||
cost += 10
|
||||
|
||||
|
||||
return cost
|
||||
|
||||
|
||||
# move cost schema:
|
||||
# - move from tile to tile: 10
|
||||
# - every rotation 90*: 10
|
||||
@ -67,6 +72,7 @@ def get_neighbour_cost(start_node: Node, target_node: Node) -> int:
|
||||
else:
|
||||
return 30
|
||||
|
||||
|
||||
# translate rotation change to move
|
||||
def get_move(start_node: Node, target_node: Node):
|
||||
rotate_change = get_rotate_change(start_node.rotation, target_node.rotation)
|
||||
@ -79,10 +85,12 @@ def get_move(start_node: Node, target_node: Node):
|
||||
else:
|
||||
return ["left", "forward"]
|
||||
|
||||
|
||||
# simple calc func
|
||||
def get_rotate_change(rotationA: Rotation, rotationB: Rotation) -> int:
|
||||
return int(rotationA) - int(rotationB)
|
||||
|
||||
|
||||
# get new rotation for target_node as neighbour of start_node
|
||||
def get_needed_rotation(start_node: Node, target_node: Node) -> Rotation:
|
||||
if (start_node.x - target_node.x > 0):
|
||||
@ -92,10 +100,9 @@ def get_needed_rotation(start_node: Node, target_node: Node) -> Rotation:
|
||||
if (start_node.y - target_node.y > 0):
|
||||
return Rotation.UP
|
||||
if (start_node.y - target_node.y < 0):
|
||||
return Rotation.DOWN
|
||||
|
||||
return Rotation.DOWN
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user