feat: movement

This commit is contained in:
korzepadawid 2022-04-12 19:12:41 +02:00
parent 6d4891fab8
commit 7131d1f905
2 changed files with 27 additions and 29 deletions

View File

@ -29,6 +29,9 @@ class State:
position: Tuple[int, int]
direction: str
def __eq__(self, other: State) -> bool:
return other.position == self.position and self.direction == other.direction
def __lt__(self, state):
return self.position < state.position
@ -44,16 +47,13 @@ class Node:
cost: int = field(init=False)
depth: int = field(init=False)
def __lt__(self, node):
def __lt__(self, node) -> None:
return self.state < node.state
def __post_init__(self) -> None:
self.cost = 0 if not self.parent else self.parent.cost + 1
self.depth = self.cost
def __eq__(self, other: Node) -> bool:
return self.state == other.state
def __hash__(self) -> int:
return hash(self.state)
@ -158,11 +158,12 @@ def f(current_node: Node, goal: Tuple[int, int]) -> int:
def get_path_from_start(node: Node) -> List[str]:
path = [node]
path = [node.action]
while node.parent is not None:
node = node.parent
path.append(node.action)
if node.action:
path.append(node.action)
path.reverse()
return path

View File

@ -2,7 +2,7 @@ import random
import pygame
from algorithms.a_star import a_star, State
from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD, UP, DOWN, LEFT, RIGHT
from common.constants import *
from common.helpers import castle_neighbors
from logic.knights_queue import KnightsQueue
@ -112,32 +112,29 @@ class Level:
state = State((knight_pos_y, knight_pos_x), current_knight.direction.name)
action_list = a_star(state, self.map, goal_list)
for action in action_list:
print(action)
print()
print(action_list)
if len(action_list) == 0:
return
# next_action = action_list.pop(0)
# if next_action == ACTION.get("rotate_left"):
# current_knight.rotate_left()
# elif next_action == ACTION.get("rotate_right"):
# current_knight.rotate_right()
# elif next_action == ACTION.get("go"):
# current_knight.step_forward()
# self.map[knight_pos_y][knight_pos_x] = ' '
#
# # update knight on map
# if current_knight.direction.name == 'UP':
# self.map[knight_pos_y - 1][knight_pos_x] = current_knight
# elif current_knight.direction.name == 'RIGHT':
# self.map[knight_pos_y][knight_pos_x + 1] = current_knight
# elif current_knight.direction.name == 'DOWN':
# self.map[knight_pos_y + 1][knight_pos_x] = current_knight
# elif current_knight.direction.name == 'LEFT':
# self.map[knight_pos_y][knight_pos_x - 1] = current_knight
next_action = action_list.pop(0)
if next_action == TURN_LEFT:
current_knight.rotate_left()
elif next_action == TURN_RIGHT:
current_knight.rotate_right()
elif next_action == FORWARD:
current_knight.step_forward()
self.map[knight_pos_y][knight_pos_x] = ' '
# update knight on map
if current_knight.direction.name == UP:
self.map[knight_pos_y - 1][knight_pos_x] = current_knight
elif current_knight.direction.name == RIGHT:
self.map[knight_pos_y][knight_pos_x + 1] = current_knight
elif current_knight.direction.name == DOWN:
self.map[knight_pos_y + 1][knight_pos_x] = current_knight
elif current_knight.direction.name == LEFT:
self.map[knight_pos_y][knight_pos_x - 1] = current_knight
def update(self):
bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH