import math from operator import ne import pygame from Global_variables import Global_variables as G_var from Min_heap import Min_heap from Node import Node, State from Package import Package from Shelf import Shelf class Pathfinding: def __init__(self, enviroment_2d): # self.grid = [] self.grid = [[ # tworze pustej tablicy o wymiarach naszej kraty None for y in range(G_var().DIMENSION_Y)] for x in range(G_var().DIMENSION_X) ] for x in range(G_var().DIMENSION_X): # zapełnianie tablicy obiektami Node for y in range(G_var().DIMENSION_Y): is_walkable = True if isinstance(enviroment_2d[x][y], Shelf): is_walkable = False self.grid[x][y] = Node(State(1, x, y), is_walkable) self.path = [] def succ(self,node): #funckja zwraca sąsiadów noda w argumencie node_x = node.state.x node_y = node.state.y neighbours = [] neighbours_cords = [[1,0],[-1,0],[0,-1],[0,1]] for cord in neighbours_cords: neighbour_x = node_x + cord[0] neighbour_y = node_y + cord[1] if(neighbour_x >= 0 and neighbour_x < G_var().DIMENSION_X and neighbour_y >= 0 and neighbour_y < G_var().DIMENSION_Y): neighbours.append(self.grid[neighbour_x][neighbour_y]) return neighbours def find_path(self, starting_state, target_state): # algorytm wyszukiwania trasy start_node = self.grid[starting_state.x][starting_state.y] target_node = self.grid[target_state.x][target_state.y] # fringe = [] fringe = Min_heap() explored = [] # explored = set() is_target_node_walkable = True if not target_node.walkable: target_node.walkable = True is_target_node_walkable = False # fringe.append(start_node) fringe.insert(start_node) # while len(fringe) > 0: while fringe.count() > 0: # current_node = fringe[0] current_node = fringe.extract() # for i in range(1, len(fringe)): # if fringe[i].f_cost() < current_node.f_cost() or (fringe[i].f_cost() == current_node.f_cost() and fringe[i].h_cost < current_node.h_cost): # current_node = fringe[i] # fringe.remove(current_node) explored.append(current_node) # explored.add(current_node) if current_node.state == target_node.state: path = self.retrace_path(start_node,target_node) self.path = path target_node.walkable = is_target_node_walkable return for neighbour in self.succ(current_node): neighbour_in_explored = [e for e in explored if e.state == neighbour.state] if not neighbour.walkable or len(neighbour_in_explored) > 0: continue # if neighbour in explored: # continue new_movement_cost_to_neighbour = current_node.g_cost + self.get_distance(current_node,neighbour) # if new_movement_cost_to_neighbour < neighbour.g_cost or not neighbour in fringe: if new_movement_cost_to_neighbour < neighbour.g_cost or not fringe.contains(neighbour): neighbour.g_cost = new_movement_cost_to_neighbour neighbour.h_cost = self.get_distance(neighbour,target_node) neighbour.parent = current_node # if not neighbour in fringe: if not fringe.contains(neighbour): fringe.insert(neighbour) target_node.walkable = is_target_node_walkable def get_distance(self, node_a, node_b): # funckja liczy dystans dla odległości między dwoma nodami dist_x = abs(node_a.state.x - node_b.state.x) dist_y = abs(node_a.state.y - node_b.state.y) if dist_x > dist_y: return 10 * (dist_x - dist_y) return 10 * (dist_y - dist_x) def retrace_path(self, start_node, end_node): # funkcja zwraca tablice która ma w sobie wartosci pola parent # od end_node do start_node path = [] current_node = end_node while current_node != start_node: path.append(current_node) current_node = current_node.parent path.reverse() return path def draw_path(self, window): # rysuję ścieżkę na ekranie color = (213, 55, 221) for node in self.path: node_x = node.state.x node_y = node.state.y block = pygame.Rect( node_x * G_var().RECT_SIZE, node_y * G_var().RECT_SIZE, G_var().RECT_SIZE, G_var().RECT_SIZE ) pygame.draw.rect(window, color, block)