minor fixes
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4caef2e9ae
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3c5dfc2e34
@ -49,28 +49,28 @@ class PathFinderOnStates:
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return currState.cost + self.heuristic(currState.agent_position, self.goal)
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def getPositionAfterMove(self, currState: PathFinderState) -> GridLocation:
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result : GridLocation
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result: GridLocation = None
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if currState.agent_position == Direction.top:
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currState.agent_position[0] += 1
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result = currState.agent_position
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elif currState.agent_position == Direction.down:
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currState.agent_position[0] -= 1
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result= currState.agent_position
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elif currState.agent_position == Direction.right:
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currState.agent_position[1] += 1
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result = currState.agent_position
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elif currState.agent_position == Direction.right:
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elif currState.agent_position == Direction.down:
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currState.agent_position[1] -= 1
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result = currState.agent_position
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elif currState.agent_position == Direction.right:
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currState.agent_position[0] += 1
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result = currState.agent_position
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elif currState.agent_position == Direction.left:
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currState.agent_position[0] -= 1
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result = currState.agent_position
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return result
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def isMovePossible(self, currState: PathFinderState)-> bool:
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positionAfterMove =self.getPositionAfterMove(currState)
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def isMovePossible(self, currState: PathFinderState) -> bool:
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positionAfterMove = self.getPositionAfterMove(currState)
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if positionAfterMove in self.game_constants.walls:
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return False
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elif positionAfterMove in self.game_constants.grid_height:
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elif positionAfterMove[0] < 0 or positionAfterMove[0] > self.game_constants.grid_width:
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return False
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elif positionAfterMove in self.game_constants.grid_width:
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elif positionAfterMove[1] < 0 or positionAfterMove[1] > self.game_constants.grid_height:
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return False
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else:
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return True
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@ -78,7 +78,8 @@ class PathFinderOnStates:
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def createState(self, currState: PathFinderState, action: ActionType) -> PathFinderState:
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cost = currState.cost + 1
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last_action = action
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action_taken = currState.action_taken.append(action)
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action_taken: List[ActionType] = []
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action_taken.extend(currState.action_taken)
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agent_position = currState.agent_position
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agent_direction = currState.agent_direction
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@ -100,13 +101,13 @@ class PathFinderOnStates:
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# reprezentacja kazdego stanu co moge podjac z tego miejsca
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# generowanie stanu
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# sprawdz w ktorym kierunku obrocony
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possibleNextStates: List[PathFinderState]
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possibleNextStates: List[PathFinderState] = []
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if currState.agent_direction == Direction.top:
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_RIGHT))
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_LEFT))
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_DOWN))
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if self.isMovePossible(currState):
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possibleNextStates.append(self.createState(currState,ActionType.MOVE))
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possibleNextStates.append(self.createState(currState, ActionType.MOVE))
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elif currState.agent_direction == Direction.down:
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_RIGHT))
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_LEFT))
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@ -120,7 +121,7 @@ class PathFinderOnStates:
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if self.isMovePossible(currState):
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possibleNextStates.append(self.createState(currState, ActionType.MOVE))
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elif currState.agent_direction == Direction.right:
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_UPT))
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_UP))
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_LEFT))
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possibleNextStates.append(self.createState(currState, ActionType.ROTATE_DOWN))
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if self.isMovePossible(currState):
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@ -131,7 +132,7 @@ class PathFinderOnStates:
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best_state: PathFinderState = self.queue.get()
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while best_state.agent_position != self.goal and not self.queue.empty():
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#dodajesz do kolejki stany z expansion (po cost)
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# dodajesz do kolejki stany z expansion (po cost)
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for state in self.expansion(best_state):
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self.queue.put(state, self.evaluate(state))
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