si23traktor/main.py

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import os
import pygame
import random
import land
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import tractor
import blocks
import astar_search
import neural_network.inference
from pygame.locals import *
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examples = [
['piasek', 'sucha', 'jalowa', 'żółty'],
['czarnoziem', 'wilgotna', 'bogata', 'brazowa'],
['rzedzina', 'wilgotna', 'bogata', 'zielona'],
['gleby murszowe', 'wilgotna', 'bogata', 'szara'],
['pustynne gleby', 'sucha', 'jalowa', 'pomarańczowa'],
['torfowiska', 'sucha', 'jalowa', 'czerwona']
]
attributes = ['typ_gleby', 'wilgotność', 'zawartość_składników', 'kolor']
# Tworzenie obiektu TreeLearn i nauka drzewa decyzyjnego
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# tree_learner = TreeLearn()
# default_class = 'nieznane'
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# tree_learner.train(examples, attributes, default_class)
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class TreeLearn:
def __init__(self):
self.tree = None
def train(self, examples, attributes, default_class):
self.tree = self.build_tree(examples, attributes, default_class)
def build_tree(self, examples, attributes, default_class):
if not examples:
return Node(default_class)
if self.all_same_class(examples):
return Node(examples[0][-1])
if not attributes:
class_counts = self.get_class_counts(examples)
default_class = max(class_counts, key=class_counts.get)
return Node(default_class)
best_attribute = self.choose_attribute(examples, attributes)
root = Node(best_attribute)
attribute_values = self.get_attribute_values(examples, best_attribute)
for value in attribute_values:
new_examples = self.filter_examples(examples, best_attribute, value)
new_attributes = attributes[:]
new_attributes.remove(best_attribute)
new_default_class = max(self.get_class_counts(new_examples), key=lambda k: class_counts.get(k, 0))
subtree = self.build_tree(new_examples, new_attributes, new_default_class)
root.add_child(value, subtree)
return root
def all_same_class(self, examples):
return len(set([example[-1] for example in examples])) == 1
def get_class_counts(self, examples):
class_counts = {}
for example in examples:
class_label = example[-1]
class_counts[class_label] = class_counts.get(class_label, 0) + 1
return class_counts
def choose_attribute(self, examples, attributes):
# Placeholder for attribute selection logic
return attributes[0]
def get_attribute_values(self, examples, attribute):
return list(set([example[attribute] for example in examples]))
def filter_examples(self, examples, attribute, value):
return [example for example in examples if example[attribute] == value]
class Node:
def __init__(self, label):
self.label = label
self.children = {}
def add_child(self, value, child):
self.children[value] = child
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class Game:
cell_size = 50
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cell_number = 15 # horizontally
blocks_number = 20
def __init__(self):
self.dead_leaf_body = []
self.green_leaf_body = []
self.stone_body = []
self.flower_body = []
self.dead_grass_body = []
self.grass_body = []
self.red_block = [] #aim block
self.fawn_seed_body = []
self.fawn_wheat_body = []
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self.black_earth_body = []
self.green_earth_body = []
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self.fawn_soil_body = []
self.fen_soil_body = []
self.allBodyPos = []
self.entire_block = {}
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# initialize a window
pygame.init()
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self.surface = pygame.display.set_mode((self.cell_size*self.cell_number, self.cell_size*self.cell_number))
# finds places for every type soil and grass
self.black_earth = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
self.black_earth.locate_soil(self.black_earth_body)
self.green_earth = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
self.green_earth.locate_soil(self.green_earth_body)
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self.fawn_soil = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
self.fawn_soil.locate_soil(self.fawn_soil_body)
self.fen_soil = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
self.fen_soil.locate_soil(self.fen_soil_body)
self.grass = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
self.blocks = blocks.Blocks(self.surface, self.cell_size)
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.dead_leaf_body)
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.stone_body)
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.flower_body)
#self.blocks.locate_blocks(1, self.cell_number, self.red_block)
# self.potato = blocks.Blocks(self.surface, self.cell_size)
# self.potato.locate_soil('black earth', 6, 1, [])
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self.tractor = tractor.Tractor(self.surface, self.cell_size)
self.tractor.draw()
def run(self):
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# print(self.potato.get_soil_info().get_name())
# print(self.potato.get_soil_info().get_acidity())
# print(self.potato.get_soil_info().get_irrigation())
running = True
clock = pygame.time.Clock()
move_tractor_event = pygame.USEREVENT + 1
pygame.time.set_timer(move_tractor_event, 500) # tractor moves every 1000 ms
tractor_next_moves = []
astar_search_object = astar_search.Search(self.cell_size, self.cell_number)
veggies = dict()
veggies_debug = dict()
while running:
clock.tick(60) # manual fps control not to overwork the computer
for event in pygame.event.get():
if event.type == KEYDOWN:
if pygame.key.get_pressed()[K_ESCAPE]:
running = False
# in case we want to use keyboard
if pygame.key.get_pressed()[K_UP]:
# self.tractor.move('up', self.cell_size, self.cell_number)
self.tractor.move('move', self.cell_size, self.cell_number)
# if pygame.key.get_pressed()[K_DOWN]:
# self.tractor.move('down', self.cell_size, self.cell_number)
if pygame.key.get_pressed()[K_LEFT]:
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self.tractor.move('left', self.cell_size, self.cell_number)
if pygame.key.get_pressed()[K_RIGHT]:
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self.tractor.move('right', self.cell_size, self.cell_number)
if pygame.key.get_pressed()[K_SPACE]:
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self.tractor.water(self.dead_leaf_body, self.green_leaf_body, self.cell_size)
# self.tractor.water(self.grass_body, self.dead_grass_body, self.cell_size)
if pygame.key.get_pressed()[K_q]:
self.tractor.harvest(self.fawn_seed_body, self.fawn_wheat_body, self.cell_size)
self.tractor.put_seed(self.fawn_soil_body, self.fawn_seed_body, self.cell_size)
if event.type == move_tractor_event:
if len(tractor_next_moves) == 0:
random_x = random.randrange(0, self.cell_number * self.cell_size, 50)
random_y = random.randrange(0, self.cell_number * self.cell_size, 50)
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print("Generated target: ",random_x, random_y)
if self.red_block:
self.red_block.pop()
self.red_block.append([random_x/50, random_y/50])
# below line should be later moved into tractor.py
angles = {0: 'UP', 90: 'RIGHT', 270: 'LEFT', 180: 'DOWN'}
#bandaid to know about stones
tractor_next_moves = astar_search_object.astarsearch(
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[self.tractor.x, self.tractor.y, angles[self.tractor.angle]], [random_x, random_y], self.stone_body, self.flower_body)
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current_veggie = next(os.walk('./neural_network/images/test'))[1][random.randint(0, len(next(os.walk('./neural_network/images/test'))[1])-1)]
if(current_veggie in veggies_debug):
veggies_debug[current_veggie]+=1
else:
veggies_debug[current_veggie] = 1
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current_veggie_example = next(os.walk(f'./neural_network/images/test/{current_veggie}'))[2][random.randint(0, len(next(os.walk(f'./neural_network/images/test/{current_veggie}'))[2])-1)]
predicted_veggie = neural_network.inference.main(f"./neural_network/images/test/{current_veggie}/{current_veggie_example}")
if predicted_veggie in veggies:
veggies[predicted_veggie]+=1
else:
veggies[predicted_veggie] = 1
print("Debug veggies: ", veggies_debug, "Predicted veggies: ", veggies)
else:
self.tractor.move(tractor_next_moves.pop(0)[0], self.cell_size, self.cell_number)
elif event.type == QUIT:
running = False
self.surface.fill((123, 56, 51)) # background color
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self.grass.set_and_place_block_of_grass('good')
self.black_earth.place_soil(self.black_earth_body, 'black_earth')
self.green_earth.place_soil(self.green_earth_body, 'green_earth')
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self.fawn_soil.place_soil(self.fawn_soil_body, 'fawn_soil')
self.fen_soil.place_soil(self.fen_soil_body, 'fen_soil')
# plants examples
self.blocks.place_blocks(self.surface, self.cell_size, self.dead_leaf_body, 'leaf')
self.blocks.place_blocks(self.surface, self.cell_size, self.green_leaf_body, 'alive')
self.blocks.place_blocks(self.surface, self.cell_size, self.stone_body, 'stone')
self.blocks.place_blocks(self.surface, self.cell_size, self.flower_body, 'flower')
self.blocks.place_blocks(self.surface, self.cell_size, self.red_block, 'red')
# seeds
self.blocks.place_blocks(self.surface, self.cell_size, self.fawn_seed_body, 'fawn_seed')
# wheat
self.blocks.place_blocks(self.surface, self.cell_size, self.fawn_wheat_body, 'fawn_wheat')
self.tractor.draw()
pygame.display.update()
if __name__ == '__main__':
game = Game()
game.run()