remove bandaid stones, TODO: fix astar
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d3ffe50c91
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@ -37,7 +37,7 @@ class Search:
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cost = 0
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# cost += 10 if stones[node.state[0], node.state[1]] == 1 else 1
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cost += 1000 if (node.state[0], node.state[1]) in stones else 1
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cost += 30 if ((node.state[0]), (node.state[1])) in flowers else 1
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cost += 300 if ((node.state[0]), (node.state[1])) in flowers else 1
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if node.parent:
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node = node.parent
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@ -48,7 +48,7 @@ class Search:
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return abs(node.state[0] - goal[0]) + abs(node.state[1] - goal[1])
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#bandaid to know about stones
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def astarsearch(self, istate, goaltest, stones, flowers):
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def astarsearch(self, istate, goaltest, cStones, cFlowers):
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#to be expanded
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def cost_old(x, y):
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@ -62,6 +62,11 @@ class Search:
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y = istate[1]
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angle = istate[2]
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stones = [(x*50, y*50) for (x, y) in cStones]
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flowers = [(x*50, y*50) for (x, y) in cFlowers]
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print(stones)
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# fringe = [(Node([x, y, angle]), cost_old(x, y))] # queue (moves/states to check)
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fringe = [(Node([x, y, angle]))] # queue (moves/states to check)
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fringe[0].distance = self.cost(fringe[0], stones, goaltest, flowers)
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@ -31,8 +31,6 @@ class Blocks:
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self.soil = soil.Soil()
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self.stones = set()
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#bandaid to let astar know about stones
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def locate_blocks(self, blocks_number, cell_number, body):
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for i in range(blocks_number):
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@ -53,8 +51,6 @@ class Blocks:
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self.parent_screen.blit(self.alive_leaf_image, (x, y))
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if color == 'stone':
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self.parent_screen.blit(self.stone_image, (x, y))
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#bandaid to let astar know about stones
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self.stones.add((x, y))
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if color == 'flower':
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self.parent_screen.blit(self.flower_image, (x, y))
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if color == 'fawn_seed':
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2
main.py
2
main.py
@ -108,7 +108,7 @@ class Game:
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angles = {0: 'UP', 90: 'RIGHT', 270: 'LEFT', 180: 'DOWN'}
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#bandaid to know about stones
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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.blocks.stones, self.flower_body)
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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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else:
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self.tractor.move(tractor_next_moves.pop(0)[0], self.cell_size, self.cell_number)
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elif event.type == QUIT:
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