refactor successor function

This commit is contained in:
jedryb 2022-04-22 13:00:58 +02:00
parent 516aefc754
commit cab48b86e5
4 changed files with 71 additions and 114 deletions

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9" project-jdk-type="Python SDK" />
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9 (ai-project)" project-jdk-type="Python SDK" />
</project>

39
main.py
View File

@ -19,18 +19,11 @@ def main():
screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
pygame.display.set_caption('TRAKTOHOLIK')
paths = []
goals = [(6, 2), (3,3), (4,1), (6, 2), (3, 8), (1, 7), (8, 1)]
startCords = (8, 1)
endCords = goals.pop(0)
startDir = Constants.UP
for goal in goals:
path = BFSSearcher().search(startCords, endCords, startDir)
paths.append(path)
startCords = endCords
endCords = goal
startDir = tractor.curr_direction
start_cords = (8, 1)
goals = [(3, 3), (7, 7), (0, 0)]
end_cords = goals[0]
start_dir = tractor.curr_direction
path = BFSSearcher().search(start_cords, end_cords, start_dir)
run = True
while run:
@ -39,22 +32,26 @@ def main():
world.draw_lines(screen)
tractor.draw(screen)
# print(path)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if len(paths) !=0 :
if len(paths[0]) != 0:
action = paths[0].pop(0)
tractor.update(action)
# tractor.check_collision(obstacles)
else:
paths.pop(0)
print(paths)
if path:
action = path.pop(0)
tractor.update(action)
else:
if len(goals) > 1:
start_cord = goals.pop(0)
end_cords = goals[0]
start_dir = tractor.curr_direction
path = BFSSearcher().search(start_cord, end_cords, start_dir)
pygame.time.wait(settings.freeze_time)
pygame.display.update()
pygame.quit()
if __name__ == '__main__':
main()
main()

View File

@ -1,5 +1,4 @@
import pygame
import math
from pygame.sprite import Sprite
from constants import Constants as C
@ -14,28 +13,28 @@ class Tractor(Sprite):
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.curr_direction = [0, 1] # wektor w ukladzie wspolrzednych wskazujacy kierunek traktora
self.curr_direction = C.UP # wektor w ukladzie wspolrzednych wskazujacy kierunek traktora
self.engine = engine
self.fertilizer = fertilizer
def turn_right(self):
if self.curr_direction == [0, 1]:
self.curr_direction = [1, 0]
if self.curr_direction == C.UP:
self.curr_direction = C.RIGHT
self.image = pygame.transform.scale(
pygame.image.load('assets/images/tractor/tractor-transparent-right.png'),
(self.settings.tile_size, self.settings.tile_size))
elif self.curr_direction == [1, 0]:
self.curr_direction = [0, -1]
elif self.curr_direction == C.RIGHT:
self.curr_direction = C.DOWN
self.image = pygame.transform.scale(
pygame.image.load('assets/images/tractor/tractor-transparent-down.png'),
(self.settings.tile_size, self.settings.tile_size))
elif self.curr_direction == [0, -1]:
self.curr_direction = [-1, 0]
elif self.curr_direction == C.DOWN:
self.curr_direction = C.LEFT
self.image = pygame.transform.scale(
pygame.image.load('assets/images/tractor/tractor-transparent-left.png'),
(self.settings.tile_size, self.settings.tile_size))
elif self.curr_direction == [-1, 0]:
self.curr_direction = [0, 1]
elif self.curr_direction == C.LEFT:
self.curr_direction = C.UP
self.image = pygame.transform.scale(
pygame.image.load('assets/images/tractor/tractor-transparent-up.png'),
(self.settings.tile_size, self.settings.tile_size))
@ -43,23 +42,23 @@ class Tractor(Sprite):
pygame.time.wait(self.settings.freeze_time) # bez tego sie kreci jak hot-wheels
def turn_left(self):
if self.curr_direction == [0, 1]:
self.curr_direction = [-1, 0]
if self.curr_direction == C.UP:
self.curr_direction = C.LEFT
self.image = pygame.transform.scale(
pygame.image.load('assets/images/tractor/tractor-transparent-left.png'),
(self.settings.tile_size, self.settings.tile_size))
elif self.curr_direction == [-1, 0]:
self.curr_direction = [0, -1]
elif self.curr_direction == C.LEFT:
self.curr_direction = C.DOWN
self.image = pygame.transform.scale(
pygame.image.load('assets/images/tractor/tractor-transparent-down.png'),
(self.settings.tile_size, self.settings.tile_size))
elif self.curr_direction == [0, -1]:
self.curr_direction = [1, 0]
elif self.curr_direction == C.DOWN:
self.curr_direction = C.RIGHT
self.image = pygame.transform.scale(
pygame.image.load('assets/images/tractor/tractor-transparent-right.png'),
(self.settings.tile_size, self.settings.tile_size))
elif self.curr_direction == [1, 0]:
self.curr_direction = [0, 1]
elif self.curr_direction == C.RIGHT:
self.curr_direction = C.UP
self.image = pygame.transform.scale(
pygame.image.load('assets/images/tractor/tractor-transparent-up.png'),
(self.settings.tile_size, self.settings.tile_size))
@ -96,7 +95,6 @@ class Tractor(Sprite):
self.turn_left()
elif action == C.MOVE:
self.move()
# print(self.rect)
def draw(self, screen):
screen.blit(self.image, self.rect)

View File

@ -11,70 +11,36 @@ class Node:
self.agent_direction = agent_direction
def successor(self):
actions = []
x = self.current_x
y = self.current_y
actions = None
neighbours = []
if x < 9: # right neighbour
if self.agent_direction == C.RIGHT:
actions = C.MOVE
elif self.agent_direction == C.LEFT:
actions = [C.ROTATE_RIGHT, C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.UP:
actions = [C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.DOWN:
actions = [C.ROTATE_LEFT, C.MOVE]
# vector rotation: https://stackoverflow.com/questions/4780119/2d-euclidean-vector-rotations
temp_direction = self.agent_direction
temp_direction = [-temp_direction[1], temp_direction[0]]
actions.append((C.ROTATE_LEFT, ((x, y), temp_direction)))
neighbours.append((actions, (x + 1, y), C.RIGHT))
temp_direction = self.agent_direction
temp_direction = [temp_direction[1], -temp_direction[0]]
actions.append((C.ROTATE_RIGHT, ((x, y), temp_direction)))
if x > 0: # left neighbour
if self.agent_direction == C.RIGHT:
actions = [C.ROTATE_LEFT, C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.LEFT:
actions = C.MOVE
elif self.agent_direction == C.UP:
actions = [C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.DOWN:
actions = [C.ROTATE_RIGHT, C.MOVE]
if self.agent_direction == C.RIGHT and x < 9:
actions.append((C.MOVE, ((x + 1, y), self.agent_direction)))
elif self.agent_direction == C.LEFT and x > 0:
actions.append((C.MOVE, ((x - 1, y), self.agent_direction)))
elif self.agent_direction == C.UP and y < 9:
actions.append((C.MOVE, ((x, y + 1), self.agent_direction)))
elif self.agent_direction == C.DOWN and y > 0:
actions.append((C.MOVE, ((x, y - 1), self.agent_direction)))
neighbours.append((actions, (x - 1, y), C.LEFT))
if y < 9: # upper neighbour
if self.agent_direction == C.RIGHT:
actions = [C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.LEFT:
actions = [C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.UP:
actions = C.MOVE
elif self.agent_direction == C.DOWN:
actions = [C.ROTATE_LEFT, C.ROTATE_LEFT, C.MOVE]
neighbours.append((actions, (x, y + 1), C.UP))
if y > 0: # down neighbour
if self.agent_direction == C.RIGHT:
actions = [C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.LEFT:
actions = [C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.UP:
actions = [C.ROTATE_LEFT, C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.DOWN:
actions = C.MOVE
neighbours.append((actions, (x, y - 1), C.DOWN))
return neighbours
def __str__(self):
return self.state + ' ' + self.parent
return actions
class BFSSearcher:
def __init__(self):
self.fringe = []
self.explored_states = []
self.path = []
self.explored = []
def search(self, first_state: tuple, goal: tuple, agent_direction: list):
self.fringe.append(Node(first_state[0], first_state[1], agent_direction))
@ -85,29 +51,25 @@ class BFSSearcher:
element: Node = self.fringe.pop(0)
if element.state == goal:
# print(self.__state_eq_goal_action(element))
return self.__state_eq_goal_action(element)
self.explored_states.append(element)
for action, state, direction in element.successor():
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)
self.explored.append(element)
# print('state: ' + str(element.state) + ', direction: ' + str(element.agent_direction))
# print(element.successor())
for action, state in element.successor():
fringe_states = [(node.state, node.agent_direction) for node in self.fringe]
explored_states = [(node.state, node.agent_direction) for node in self.explored]
if (state not in fringe_states) and (state not in explored_states):
x = Node(state[0], state[1], direction, action, element)
x = Node(state[0][0], state[0][1], state[1], action, element)
self.fringe.append(x)
def __state_eq_goal_action(self, current_element: Node):
while current_element.parent:
if type(current_element.action) == list:
current_element.action.reverse()
for action in current_element.action:
self.path.append(action)
else:
self.path.append(current_element.action)
current_element = current_element.parent
self.path.reverse()
return self.path
def __state_eq_goal_action(self, elem: Node):
path = []
while elem.parent:
path.append(elem.action)
elem = elem.parent
path.reverse()
return path