import os import pygame import random import land import tractor import blocks import astar_search import neural_network.inference from pygame.locals import * 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 # tree_learner = TreeLearn() # default_class = 'nieznane' # tree_learner.train(examples, attributes, default_class) 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 class Game: cell_size = 50 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 = [] self.black_earth_body = [] self.green_earth_body = [] self.fawn_soil_body = [] self.fen_soil_body = [] self.allBodyPos = [] self.entire_block = {} # initialize a window pygame.init() 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) 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, []) self.tractor = tractor.Tractor(self.surface, self.cell_size) self.tractor.draw() def run(self): # 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]: self.tractor.move('left', self.cell_size, self.cell_number) if pygame.key.get_pressed()[K_RIGHT]: self.tractor.move('right', self.cell_size, self.cell_number) if pygame.key.get_pressed()[K_SPACE]: 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) 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( [self.tractor.x, self.tractor.y, angles[self.tractor.angle]], [random_x, random_y], self.stone_body, self.flower_body) 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 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 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') 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()