added moving by bfs

This commit is contained in:
michalnowak18 2022-04-07 13:01:11 +02:00
parent 1b2a4a376b
commit a67d160f9a
9 changed files with 29 additions and 31 deletions

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@ -19,8 +19,7 @@ def main():
screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
pygame.display.set_caption('TRAKTOHOLIK')
search = BFSSearcher().search((8, 1), (6, 2), Constants.UP)
print(search)
path = BFSSearcher().search((8, 1), (6, 2), Constants.UP)
run = True
while run:
@ -33,7 +32,7 @@ def main():
if event.type == pygame.QUIT:
run = False
tractor.update()
tractor.update(path)
tractor.check_collision(obstacles)
pygame.display.update()
pygame.quit()

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@ -1,7 +1,7 @@
import pygame
import math
from pygame.sprite import Sprite
from constants import Constants as C
class Tractor(Sprite):
""" Class to represent our agent """
@ -88,16 +88,17 @@ class Tractor(Sprite):
self.rect.y += self.curr_direction[1] * self.settings.tile_size # jak wejdzie na kolizje to cofamy ruch
# w przyszlosci mozna zmienic
def update(self):
key = pygame.key.get_pressed()
def update(self, path):
if key[pygame.K_d] and self.rect.x:
self.turn_right()
elif key[pygame.K_a]:
self.turn_left()
elif key[pygame.K_w]:
self.move()
# print(self.rect)
while(path):
action = path.pop(0)
if action == C.ROTATE_RIGHT and self.rect.x:
self.turn_right()
elif action == C.ROTATE_LEFT:
self.turn_left()
elif action == C.MOVE:
self.move()
# print(self.rect)
def draw(self, screen):
screen.blit(self.image, self.rect)

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@ -5,7 +5,6 @@ class Node:
def __init__(self, current_x, current_y, agent_direction, action=None, parent=None):
self.current_x = current_x
self.current_y = current_y
self.state = tuple([self.current_x, self.current_y])
self.action = action
self.parent = parent
self.agent_direction = agent_direction
@ -40,7 +39,7 @@ class Node:
neighbours.append((actions, (x - 1, y), C.LEFT))
if y < 9: # upper neighbour
if y > 0: # upper neighbour
if self.agent_direction == C.RIGHT:
actions = [C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.LEFT:
@ -50,9 +49,9 @@ class Node:
elif self.agent_direction == C.DOWN:
actions = [C.ROTATE_LEFT, C.ROTATE_LEFT, C.MOVE]
neighbours.append((actions, (x, y + 1), C.UP))
neighbours.append((actions, (x, y - 1), C.UP))
if y > 0: # down neighbour
if y < 9: # down neighbour
if self.agent_direction == C.RIGHT:
actions = [C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.LEFT:
@ -62,12 +61,10 @@ class Node:
elif self.agent_direction == C.DOWN:
actions = C.MOVE
neighbours.append((actions, (x, y - 1), C.DOWN))
neighbours.append((actions, (x, y + 1), C.DOWN))
return neighbours
def __str__(self):
return self.state + ' ' + self.parent
class BFSSearcher:
@ -76,27 +73,30 @@ class BFSSearcher:
self.explored_states = []
self.path = []
def search(self, first_state: tuple, goal: tuple, agent_direction: list):
def search(self, first_state: tuple, goal, agent_direction):
self.fringe.append(Node(first_state[0], first_state[1], agent_direction))
while True:
if not self.fringe:
return False
element: Node = self.fringe.pop(0)
element = self.fringe.pop(0)
if element.state == goal:
return self.__state_eq_goal_action(element)
self.explored_states.append(element)
for action, state, direction in element.successor():
for action, state, direction in element.succesor():
fringe_states = []
explored_states = []
for node in self.fringe:
fringe_states.append(node.state)
for node in self.explored_states:
explored_states.append(node.state)
if (state not in fringe_states) and (state not in explored_states):
x = Node(state[0], state[1], direction, action, element)
explored_states.append(node)
if state not in fringe_states and state not in explored_states:
x = Node(state[0], state[1], direction)
x.parent = element
x.action = action
self.fringe.append(x)
def __state_eq_goal_action(self, current_element: Node):
@ -107,7 +107,5 @@ class BFSSearcher:
self.path.append(action)
else:
self.path.append(current_element.action)
current_element = current_element.parent
self.path.reverse()
return self.path
return self.path.reverse()