Poczyszczenie kodu A_star i powiązanych z nim funkcji
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@ -1,4 +1,3 @@
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from ast import walk
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import math
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import pygame
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@ -51,8 +50,8 @@ class Node:
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if self.walkable:
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return self.g_cost + self.h_cost
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else:
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return 0
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# return math.inf
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# return 0
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return math.inf
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class Pathfinding:
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@ -108,8 +107,8 @@ class Pathfinding:
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self.path = path
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for neighbour in self.succ(current_node):
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# if not neighbour.walkable or neighbour in explored:
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if neighbour in explored:
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if not neighbour.walkable or neighbour in explored:
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# if neighbour in explored:
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continue
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new_movement_cost_to_neighbour = current_node.g_cost + self.get_distance(current_node,neighbour)
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if new_movement_cost_to_neighbour < neighbour.g_cost or not neighbour in fringe:
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@ -150,39 +149,3 @@ class Pathfinding:
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pygame.draw.rect(window,
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color,
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block)
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def cost(node): # funkcja kosztu : ile kosztuje przejechanie przez dane pole
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cost = 0
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while node.parent is not None: # FIX!!!!!!!!!!
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cost = cost + 1 + 1
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node = node.parent
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return cost
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#
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def f(goal, node): # funkcja zwracająca sumę funkcji kosztu oraz heurestyki
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return cost(node) + heuristic(goal, node)
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def heuristic(goal, node): # funkcja heurestyki : oszacowuje koszt osiągnięcia stanu końcowego (droga)
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return abs(node.x - goal[0]) + abs(node.y - goal[1])
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def print_moves(elem): # zwraca listę ruchów jakie należy wykonać by dotrzeć do punktu docelowego
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moves_list = []
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while elem.parent is not None:
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moves_list.append(elem.action)
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elem = elem.parent
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moves_list.reverse()
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return moves_list
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def succ(elem): # funkcja następnika, przypisuje jakie akcje są możliwe do wykonania na danym polu oraz jaki będzie stan (kierunek, położenie) po wykonaniu tej akcji
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pass
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def graphsearch(explored, fringe, goaltest, istate): # przeszukiwanie grafu wszerz
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pass
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@ -10,7 +10,7 @@ from Truck import Truck
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from Global_variables import Global_variables as G_var
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from pygame.constants import *
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from astar import Pathfinding, State
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from Astar import Pathfinding, State
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class Environment:
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@ -34,9 +34,13 @@ class Environment:
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for field in row:
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field.draw()
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self.grid.draw_grid()
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self.use_astar() # w przyszlosci trzeba przeniesc funkcje w jakies logiczniejsze miejsce np funkcje update()
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self.astar.draw_path(self.window)
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pygame.display.flip()
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def update_all_elements(self,event):
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self.use_astar()
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self.update_truck(event)
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def use_astar(self):
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start_state = State(1,self.truck.x,self.truck.y)
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@ -17,5 +17,5 @@ class Program:
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for event in pygame.event.get(): # integrating with keyboard
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if event.type == QUIT:
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running = False
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self.environment.update_truck(event)
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self.environment.update_all_elements(event)
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self.environment.draw_all_elements()
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