Trashmaster/main.py
2022-06-10 10:53:42 +02:00

258 lines
8.8 KiB
Python

import os
import sys
from random import randint
import math
import pygame as pg
import numpy
from game_objects.player import Player
from game_objects.aiPlayer import aiPlayer
from game_objects.trash import Trash
from map import map
from map import map_utils
from settings import *
from path_search_algorthms import bfs
from path_search_algorthms import a_star_controller, a_star
from decision_tree import decisionTree
from NeuralNetwork import prediction
from game_objects.trash import Trash
from genetic_algorithm import TSP
from game_objects import aiPlayer
import itertools
def getTree():
tree = decisionTree.tree()
decisionTree.tree_as_txt(tree)
# decisionTree.tree_to_png(tree)
decisionTree.tree_to_structure(tree)
drzewo = decisionTree.tree_from_structure('./decision_tree/tree_model')
# print("Dla losowych danych predykcja czy wziąć kosz to: ")
# dec = decisionTree.decision(drzewo, *(4,1,1,1))
# print('---')
# print(f"decision is{dec}")
# print('---')
return drzewo
class Game():
def __init__(self):
pg.init()
pg.font.init()
self.clock = pg.time.Clock()
self.dt = self.clock.tick(FPS) / 333.0
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption("Trashmaster")
self.load_data()
self.init_game()
# because dont work without data.txt
# self.init_bfs()
# self.init_a_star()
self.t = aiPlayer.aiPlayer(self.player, game=self)
def init_game(self):
# initialize all variables and do all the setup for a new game
self.text_display = ''
# sprite groups and map array for calculations
(self.roadTiles, self.wallTiles, self.trashbinTiles), self.mapArray = map.get_tiles()
# save current map
file = open('last_map.nparr', 'wb')
numpy.save(file, self.mapArray, allow_pickle=True)
file.close
self.trashDisplay = pg.sprite.Group()
self.agentSprites = pg.sprite.Group()
# player obj
self.player = Player(self, 32, 32)
# camera obj
self.camera = map_utils.Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX)
# other
self.debug_mode = False
def init_bfs(self):
start_node = (0, 0)
target_node = (18, 18)
find_path = bfs.BreadthSearchAlgorithm(start_node, target_node, self.mapArray)
path = find_path.bfs()
# print(path)
realPath = []
nextNode = target_node
for i in range(len(path) - 1, 0, -1):
node = path[i]
if node[0] == nextNode:
realPath.insert(0, node[0])
nextNode = node[1]
print(realPath)
def init_decision_tree(self):
# logika pracy z drzewem
self.positive_decision = []
self.negative_decision = []
for i in self.trashbinTiles:
atrrs_container = i.get_attributes()
x, y = i.get_coords()
dec = decisionTree.decision(getTree(), *atrrs_container)
# if dec[0] == 1:
self.positive_decision.append(i) # zmiana po to by losowało wszystkie smietniki a nie poprawne tylko, zeby ladniej bylo widac algorytm genetyczny
# else:
# self.negative_decision.append(i)
print('positive actions')
print(len(self.positive_decision))
# print('positive actions')
# for i in self.positive_actions:
# print('----')
# print(i)
# print('----')
self.draw()
def decsion_tree_move(self):
for i in range(0,len(self.positive_decision)):
# print(i.get_coords())
print('action')
# trash_x, trash_y = i.get_coords()
# for ii in self.tsp_list:
temp_tsp = str(self.tsp_list[i])
temp_tsp = temp_tsp.strip("()")
temp_tsp = temp_tsp.split(",")
trash_x = int(temp_tsp[0])
trash_y = int(temp_tsp[1])
print(trash_x, trash_y)
action = a_star_controller.get_actions_for_target_coords(trash_x, trash_y, self)
print(action)
self.t.startAiController(action)
print('')
print('--rozpoczecie sortowania smietnika--')
dir = "./resources/trash_dataset/test/all"
files = os.listdir(dir)
for j in range(0, 10):
random = randint(0, 48)
file = files[random]
result = prediction.getPrediction(dir + '/' + file, 'trained_nn_20.pth')
img = pg.image.load(dir + '/' + file).convert_alpha()
img = pg.transform.scale(img, (128, 128))
offset_x, offset_y = self.camera.offset()
trash = Trash(img, math.floor(-offset_x * TILESIZE), math.floor(-offset_y * TILESIZE), 128, 128)
self.trashDisplay.empty()
self.trashDisplay.add(trash)
self.text_display = result
self.draw()
pg.time.wait(100)
self.text_display = ''
self.trashDisplay.empty()
self.draw()
# print(self.positive_actions[0])
# self.t.startAiController(self.positive_actions[0])
def init_TSP(self):
city_list =[]
for i in self.positive_decision:
trash_x, trash_y = i.get_coords()
# city_list.append(TSP.City(x=int(trash_x), y=int(trash_y), array=self.mapArray))
city_list.append(TSP.City(x=trash_x, y=trash_y, array=self.mapArray))
# dist = a_star.get_cost
self.tsp_list = TSP.geneticAlgorithmPlot(population=city_list, popSize=100, eliteSize=20, mutationRate=0.01, generations=300, array=self.mapArray)
print(self.tsp_list)
def load_data(self):
game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, 'resources/textures')
self.player_img = pg.image.load(os.path.join(img_folder, PLAYER_IMG)).convert_alpha()
self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH, PLAYER_HEIGHT))
def run(self):
# game loop - set self.playing = False to end the game
self.playing = True
self.init_decision_tree()
self.init_TSP()
self.decsion_tree_move()
while self.playing:
self.dt = self.clock.tick(FPS) / 1000.0
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
def update(self):
# update portion of the game loop
self.agentSprites.update()
self.camera.update(self.player)
# pygame.display.update()
def draw(self):
# display fps as window title
pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
# rerender map
map.render_tiles(self.roadTiles, self.screen, self.camera)
map.render_tiles(self.wallTiles, self.screen, self.camera, self.debug_mode)
map.render_tiles(self.trashbinTiles, self.screen, self.camera)
map.render_tiles(self.trashDisplay, self.screen, self.camera)
# draw text
text_surface = pg.font.SysFont('Comic Sans MS', 30).render(self.text_display, False, (255, 255, 255))
self.screen.blit(text_surface, (0, 128))
# rerender additional sprites
for sprite in self.agentSprites:
self.screen.blit(sprite.image, self.camera.apply(sprite))
if self.debug_mode:
pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
# self.player.hud_group.draw(self.screen)
# finally update screen
pg.display.flip()
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.quit()
if event.key == pg.K_h:
self.debug_mode = not self.debug_mode
if event.type == pg.MOUSEBUTTONUP:
pos = pg.mouse.get_pos()
offset_x, offset_y = self.camera.offset()
clicked_coords = [math.floor(pos[0] / TILESIZE) - offset_x, math.floor(pos[1] / TILESIZE) - offset_y]
actions = a_star_controller.get_actions_by_coords(clicked_coords[0], clicked_coords[1], self)
if (actions != None):
self.t.startAiController(actions)
# create the game object
if __name__ == "__main__":
g = Game()
g.run()
g.show_go_screen()