forked from s464965/WMICraft
feat: movement
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6d4891fab8
commit
7131d1f905
@ -29,6 +29,9 @@ class State:
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position: Tuple[int, int]
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position: Tuple[int, int]
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direction: str
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direction: str
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def __eq__(self, other: State) -> bool:
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return other.position == self.position and self.direction == other.direction
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def __lt__(self, state):
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def __lt__(self, state):
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return self.position < state.position
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return self.position < state.position
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@ -44,16 +47,13 @@ class Node:
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cost: int = field(init=False)
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cost: int = field(init=False)
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depth: int = field(init=False)
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depth: int = field(init=False)
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def __lt__(self, node):
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def __lt__(self, node) -> None:
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return self.state < node.state
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return self.state < node.state
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def __post_init__(self) -> None:
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def __post_init__(self) -> None:
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self.cost = 0 if not self.parent else self.parent.cost + 1
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self.cost = 0 if not self.parent else self.parent.cost + 1
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self.depth = self.cost
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self.depth = self.cost
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def __eq__(self, other: Node) -> bool:
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return self.state == other.state
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def __hash__(self) -> int:
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def __hash__(self) -> int:
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return hash(self.state)
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return hash(self.state)
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@ -158,10 +158,11 @@ def f(current_node: Node, goal: Tuple[int, int]) -> int:
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def get_path_from_start(node: Node) -> List[str]:
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def get_path_from_start(node: Node) -> List[str]:
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path = [node]
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path = [node.action]
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while node.parent is not None:
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while node.parent is not None:
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node = node.parent
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node = node.parent
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if node.action:
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path.append(node.action)
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path.append(node.action)
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path.reverse()
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path.reverse()
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@ -2,7 +2,7 @@ import random
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import pygame
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import pygame
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from algorithms.a_star import a_star, State
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from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD, UP, DOWN, LEFT, RIGHT
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from common.constants import *
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from common.constants import *
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from common.helpers import castle_neighbors
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from common.helpers import castle_neighbors
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from logic.knights_queue import KnightsQueue
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from logic.knights_queue import KnightsQueue
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@ -112,32 +112,29 @@ class Level:
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state = State((knight_pos_y, knight_pos_x), current_knight.direction.name)
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state = State((knight_pos_y, knight_pos_x), current_knight.direction.name)
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action_list = a_star(state, self.map, goal_list)
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action_list = a_star(state, self.map, goal_list)
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print(action_list)
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for action in action_list:
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print(action)
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print()
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if len(action_list) == 0:
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if len(action_list) == 0:
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return
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return
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# next_action = action_list.pop(0)
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next_action = action_list.pop(0)
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# if next_action == ACTION.get("rotate_left"):
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if next_action == TURN_LEFT:
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# current_knight.rotate_left()
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current_knight.rotate_left()
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# elif next_action == ACTION.get("rotate_right"):
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elif next_action == TURN_RIGHT:
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# current_knight.rotate_right()
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current_knight.rotate_right()
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# elif next_action == ACTION.get("go"):
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elif next_action == FORWARD:
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# current_knight.step_forward()
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current_knight.step_forward()
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# self.map[knight_pos_y][knight_pos_x] = ' '
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self.map[knight_pos_y][knight_pos_x] = ' '
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#
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# # update knight on map
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# update knight on map
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# if current_knight.direction.name == 'UP':
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if current_knight.direction.name == UP:
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# self.map[knight_pos_y - 1][knight_pos_x] = current_knight
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self.map[knight_pos_y - 1][knight_pos_x] = current_knight
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# elif current_knight.direction.name == 'RIGHT':
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elif current_knight.direction.name == RIGHT:
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# self.map[knight_pos_y][knight_pos_x + 1] = current_knight
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self.map[knight_pos_y][knight_pos_x + 1] = current_knight
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# elif current_knight.direction.name == 'DOWN':
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elif current_knight.direction.name == DOWN:
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# self.map[knight_pos_y + 1][knight_pos_x] = current_knight
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self.map[knight_pos_y + 1][knight_pos_x] = current_knight
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# elif current_knight.direction.name == 'LEFT':
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elif current_knight.direction.name == LEFT:
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# self.map[knight_pos_y][knight_pos_x - 1] = current_knight
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self.map[knight_pos_y][knight_pos_x - 1] = current_knight
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def update(self):
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def update(self):
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
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