feat: bfs
This commit is contained in:
parent
99d1b07d37
commit
04b6664b86
@ -1,5 +1,6 @@
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<component name="InspectionProjectProfileManager">
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<component name="InspectionProjectProfileManager">
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<settings>
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<settings>
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<option name="PROJECT_PROFILE" value="Default" />
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<option name="USE_PROJECT_PROFILE" value="false" />
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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<version value="1.0" />
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</settings>
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</settings>
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@ -1,4 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9 (sztuczna)" project-jdk-type="Python SDK" />
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.10 (SI projekt)" project-jdk-type="Python SDK" />
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<component name="PythonCompatibilityInspectionAdvertiser">
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<option name="version" value="3" />
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</component>
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</project>
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</project>
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@ -4,7 +4,7 @@
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<content url="file://$MODULE_DIR$">
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<content url="file://$MODULE_DIR$">
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<excludeFolder url="file://$MODULE_DIR$/venv" />
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<excludeFolder url="file://$MODULE_DIR$/venv" />
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</content>
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</content>
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<orderEntry type="inheritedJdk" />
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<orderEntry type="jdk" jdkName="Python 3.10 (SI projekt)" jdkType="Python SDK" />
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<orderEntry type="sourceFolder" forTests="false" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</component>
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</module>
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</module>
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@ -9,6 +9,7 @@ TILE_SIZE = 50
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background = (49, 51, 53)
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background = (49, 51, 53)
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class Environment:
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class Environment:
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def __init__(self, window):
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def __init__(self, window):
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self.window = window
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self.window = window
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25
Forklift.py
25
Forklift.py
@ -4,15 +4,17 @@ from Package import Package
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TILE_SIZE = 50
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TILE_SIZE = 50
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class Forklift:
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class Forklift:
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def __init__(self, window):
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def __init__(self, window):
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self.window = window
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self.window = window
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self.image = pygame.image.load('resources/images.png').convert_alpha()
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self.image = pygame.image.load('resources/forklift1.png').convert_alpha()
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self.x = 50
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self.x = 50
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self.y = 350
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self.y = 350
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self.environment = Environment(self.window)
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self.environment = Environment(self.window)
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self.hasPackage = False
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self.hasPackage = False
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self.package = Package(self.window)
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self.package = Package(self.window)
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self.direction = 1
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def drawForklift(self):
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def drawForklift(self):
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self.environment.drawEnviroment()
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self.environment.drawEnviroment()
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@ -35,3 +37,24 @@ class Forklift:
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def moveForkliftDown(self):
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def moveForkliftDown(self):
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self.y += TILE_SIZE
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self.y += TILE_SIZE
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self.drawForklift()
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self.drawForklift()
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def rotate_forklift_left(self):
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self.direction = (self.direction - 1) % 4
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self.image = pygame.image.load('resources/forklift' + str(self.direction) + '.png').convert_alpha()
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self.drawForklift()
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def rotate_forklift_right(self):
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self.direction = (self.direction + 1) % 4
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self.image = pygame.image.load('resources/forklift' + str(self.direction) + '.png').convert_alpha()
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self.drawForklift()
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def forklift_move(self):
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match self.direction:
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case 0:
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self.moveForkliftUp()
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case 1:
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self.moveForkliftRight()
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case 2:
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self.moveForkliftDown()
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case 3:
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self.moveForkliftLeft()
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2
Grid.py
2
Grid.py
@ -1,4 +1,5 @@
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import pygame
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import pygame
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import numpy as np
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HORIZONTAL = 1250
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HORIZONTAL = 1250
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VERTICAL = 750
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VERTICAL = 750
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@ -7,6 +8,7 @@ TILE_SIZE = 50
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line_color = (85, 85, 85)
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line_color = (85, 85, 85)
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class Grid:
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class Grid:
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def __init__(self, window):
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def __init__(self, window):
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self.window = window
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self.window = window
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@ -5,6 +5,7 @@ import random
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TILE_SIZE = 50
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TILE_SIZE = 50
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class Package:
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class Package:
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def __init__(self, window):
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def __init__(self, window):
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self.window = window
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self.window = window
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76
Program.py
76
Program.py
@ -1,4 +1,8 @@
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import pygame
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import pygame
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import bfs
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import random
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from num_map import num_matrix
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from pygame.locals import *
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from pygame.locals import *
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from Forklift import Forklift
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from Forklift import Forklift
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@ -7,6 +11,18 @@ VERTICAL = 750
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TILE_SIZE = 50
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TILE_SIZE = 50
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## 4x6x5
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def handle_turn(initial_state, turn_count):
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if turn_count % 2 == 0:
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commands = bfs.graphsearch(initial_state=initial_state, goal_list=(7, 23))
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else:
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row = random.randint(0, 1) * 10 + 2 * random.randint(0, 2)
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col = random.randint(1, 5) + 6 * random.randint(0, 3)
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commands = bfs.graphsearch(initial_state=initial_state, goal_list=(row, col))
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print('I need to go to row: ' + str(row) + ' column: ' + str(col))
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return commands
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class Program:
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class Program:
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def __init__(self):
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def __init__(self):
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pygame.init()
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pygame.init()
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@ -15,22 +31,70 @@ class Program:
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self.agent = Forklift(self.window)
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self.agent = Forklift(self.window)
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self.agent.drawForklift()
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self.agent.drawForklift()
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def run(self):
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running = True
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running = True
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currRow = 7
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currCol = 1
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currDirec = 1
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turn_count = 0
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initial_state = bfs.State(row=int(self.agent.y/50), column=int(self.agent.x/50), direction=self.agent.direction)
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while running:
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while running:
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initial_state.row = int(self.agent.y/50)
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initial_state.column = int(self.agent.x/50)
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initial_state.direction = self.agent.direction
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commands = handle_turn(initial_state=initial_state, turn_count=turn_count)
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == KEYDOWN:
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if event.type == KEYDOWN:
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if event.key == K_RIGHT:
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if event.key == K_RIGHT:
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self.agent.moveForkliftRight()
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if currCol + 1 < 25 and num_matrix[currRow][currCol + 1] == 0:
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num_matrix[currRow][currCol] = 0
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currCol = currCol + 1
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num_matrix[currRow][currCol] = -1
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self.agent.moveForkliftRight()
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if event.key == K_LEFT:
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if event.key == K_LEFT:
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self.agent.moveForkliftLeft()
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if currCol - 1 > -1 and num_matrix[currRow][currCol - 1] == 0:
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num_matrix[currRow][currCol] = 0
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currCol = currCol - 1
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num_matrix[currRow][currCol] = -1
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self.agent.moveForkliftLeft()
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if event.key == K_UP:
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if event.key == K_UP:
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self.agent.moveForkliftUp()
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if currRow - 1 > -1 and num_matrix[currRow - 1][currCol] == 0:
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num_matrix[currRow][currCol] = 0
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currRow -= 1
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num_matrix[currRow][currCol] = -1
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self.agent.moveForkliftUp()
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if event.key == K_DOWN:
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if event.key == K_DOWN:
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self.agent.moveForkliftDown()
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if currRow + 1 < 15 and num_matrix[currRow + 1][currCol] == 0:
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num_matrix[currRow][currCol] = 0
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currRow += 1
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num_matrix[currRow][currCol] = -1
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self.agent.moveForkliftDown()
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if event.key == K_ESCAPE:
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if event.key == K_ESCAPE:
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running = False
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running = False
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elif event.type == pygame.QUIT:
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elif event.type == pygame.QUIT:
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running = False
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running = False
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while commands:
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pygame.event.poll()
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step = commands.pop(0)
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if step == 'rotate_left':
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self.agent.rotate_forklift_left()
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currDirec = self.agent.direction
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elif step == 'rotate_right':
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self.agent.rotate_forklift_right()
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currDirec = self.agent.direction
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elif step == 'go':
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self.agent.forklift_move()
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currRow = int(self.agent.y/50)
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currCol = int(self.agent.x/50)
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pygame.time.delay(250)
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print('row: ' + str(currRow) + ' col: ' + str(currCol))
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print(commands)
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turn_count += 1
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print(turn_count)
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pygame.time.delay(2000)
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3
Shelf.py
3
Shelf.py
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import pygame
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import pygame
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import numpy as np
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HORIZONTAL = 1250
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HORIZONTAL = 1250
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VERTICAL = 750
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VERTICAL = 750
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TILE_SIZE = 50
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TILE_SIZE = 50
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shelf = (138, 126, 74)
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shelf = (138, 126, 74)
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class Shelf:
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class Shelf:
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def __init__(self, window):
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def __init__(self, window):
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self.window = window
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self.window = window
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@ -14,7 +16,6 @@ class Shelf:
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self.height = TILE_SIZE
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self.height = TILE_SIZE
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def drawShelves(self):
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def drawShelves(self):
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for j in range(0, 5 * TILE_SIZE, 2 * TILE_SIZE):
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for j in range(0, 5 * TILE_SIZE, 2 * TILE_SIZE):
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for i in range(TILE_SIZE + 1, HORIZONTAL - TILE_SIZE, 6 * TILE_SIZE):
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for i in range(TILE_SIZE + 1, HORIZONTAL - TILE_SIZE, 6 * TILE_SIZE):
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pygame.draw.rect(self.window, shelf, pygame.Rect(i, j, self.width, self.height))
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pygame.draw.rect(self.window, shelf, pygame.Rect(i, j, self.width, self.height))
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128
bfs.py
Normal file
128
bfs.py
Normal file
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from typing import List
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from num_map import num_matrix
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MAX_ROWS = 15
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MAX_COLS = 25
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class State:
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"""
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Directions
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UP: 0
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RIGHT: 1
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DOWN: 2
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LEFT: 3
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"""
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def __init__(self, row, column, direction):
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self.direction = direction
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self.row = row
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self.column = column
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def rotate_left(self):
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return (self.direction - 1) % 4
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def rotate_right(self):
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return (self.direction + 1) % 4
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class Node:
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def __init__(self, state: "State", parent=None, action=None):
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self.state = state
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self.parent = parent
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self.action = action
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## Temporarily removed collisons to allow bfs to work without putting in any extra work
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## Should be: if 0 <= target_row < MAX_ROWS and 0 < target_column < MAX_COLS and num_matrix[target_row][target_column] not in [1]:
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def is_valid_move(num_map, target_row, target_column):
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if 0 <= target_row < MAX_ROWS and 0 < target_column < MAX_COLS:
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return True
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return False
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def get_successor(state: "State", num_matrix):
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successors = list()
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direction = state.direction
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row = state.row
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col = state.column
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rotate_left = State(row=state.row, column=state.column, direction=state.rotate_left())
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rotate_right = State(row=state.row, column=state.column, direction=state.rotate_right())
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successors.append(('rotate_left', rotate_left))
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successors.append(('rotate_right', rotate_right))
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if direction == 0:
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if is_valid_move(num_map=num_matrix, target_row=row-1, target_column=col):
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forward = State(row=row-1, column=col, direction=direction)
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successors.append(('go', forward))
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elif direction == 1:
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if is_valid_move(num_map=num_matrix, target_row=row, target_column=col+1):
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forward = State(row=row, column=col+1, direction=direction)
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successors.append(('go', forward))
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elif direction == 2:
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if is_valid_move(num_map=num_matrix, target_row=row+1, target_column=col):
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forward = State(row=row+1, column=col, direction=direction)
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successors.append(('go', forward))
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elif direction == 3:
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if is_valid_move(num_map=num_matrix, target_row=row, target_column=col-1):
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forward = State(row=row, column=col-1, direction=direction)
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successors.append(('go', forward))
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return successors
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def graphsearch(initial_state: State, mp=num_matrix, goal_list=(6, 1), fringe: List[Node] = None, explored: List[Node] = None):
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if fringe is None:
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fringe = list()
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if explored is None:
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explored = list()
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explored_states = set()
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fringe_states = set()
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fringe.append(Node(initial_state))
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fringe_states.add((initial_state.row, initial_state.column, initial_state.direction))
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while True:
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if not any(fringe):
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return []
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element = fringe.pop(0)
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fringe_states.remove((element.state.row, element.state.column, element.state.direction))
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if is_reached(goal_list, element.state):
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actions_sequence = [element.action]
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parent = element.parent
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while parent is not None:
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if parent.action is not None:
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actions_sequence.append(parent.action)
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parent = parent.parent
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actions_sequence.reverse()
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return actions_sequence
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explored.append(element)
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explored_states.add((element.state.row, element.state.column, element.state.direction))
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for successor in get_successor(element.state, num_matrix=mp):
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successor_state = (successor[1].row, successor[1].column, successor[1].direction)
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if successor_state not in fringe_states and successor_state not in explored_states:
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new_node = Node(state=successor[1],
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parent=element,
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action=successor[0])
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fringe.append(new_node)
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fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction))
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def is_reached(goal_list, state: State):
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comp = (state.row, state.column)
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if comp == goal_list:
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return True
|
||||||
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
initial_state = State(row=7, column=1, direction=1)
|
||||||
|
print(graphsearch(initial_state=initial_state))
|
15
num_map.py
Normal file
15
num_map.py
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
num_matrix = [[0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
|
||||||
|
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
|
||||||
|
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
|
||||||
|
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
|
||||||
|
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
|
||||||
|
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||||
|
[0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0]]
|
BIN
requirements.txt
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requirements.txt
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resources/forklift0.png
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resources/forklift0.png
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resources/forklift1.png
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resources/forklift1.png
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resources/forklift2.png
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resources/forklift2.png
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resources/forklift3.png
Normal file
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resources/forklift3.png
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Loading…
Reference in New Issue
Block a user