194 lines
7.3 KiB
Python
194 lines
7.3 KiB
Python
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import pygame
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from config import *
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class Bfs:
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def __init__(self,game):
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self.game = game
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self.open_queue = []
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self.close_queue = []
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self.wall_cells = []
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self.enemy_cells = []
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def bfs(self):
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print("x: ", self.game.agent.x, "y: ", self.game.agent.y)
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self.open_queue.append(self.get_cell_number(self.game.agent.x,self.game.agent.y))
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# tutaj dodaje się cel agenta
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goal_cell = self.get_cell_number(self.game.flower.x,self.game.flower.y)
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path = []
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processing = True
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find_path = False
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while processing: # główna pętla
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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exit()
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if len(self.open_queue) > 0 :
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current_node_cell = self.open_queue.pop(0)
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if(current_node_cell in self.close_queue):
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continue
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print("Aktualna kratka: ", current_node_cell)
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print("Cel znajduje się na kratce: ", goal_cell)
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if (current_node_cell == goal_cell):
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self.close_queue.append(current_node_cell)
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found_goal_cell = current_node_cell
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print("Znaleziono cel, szukanie drogi z odwiedzonych węzłów, kolejka odwiedzonych:", self.close_queue)
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processing = False
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find_path = True
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self.game.clock.tick(2)
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else:
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child_node_cells = self.get_child_nodes(current_node_cell)
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self.close_queue.append(current_node_cell)
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print("Sąsiedzi: ", child_node_cells)
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for child_node in child_node_cells:
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if child_node not in self.open_queue and child_node not in self.close_queue:
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self.open_queue.append(child_node)
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print("Kolejka: ", self.open_queue, "\n")
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else:
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print("Brak nowych węzłów, kolejka: ",self. open_queue)
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print("Odwiedzone : ", self.close_queue)
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return self.close_queue
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dead_end_nodes = []
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while find_path:
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path.append(self.close_queue[0])
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for i in range(len(self.close_queue) -1):
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from_cell = path[-1]
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to_cell = self.close_queue[i+1]
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if to_cell in dead_end_nodes:
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continue
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if self.verify_move(from_cell, to_cell):
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path.append(to_cell)
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if path[-1] == found_goal_cell:
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find_path = False
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else:
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dead_end_nodes.append(path[-1])
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path = []
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print("Droga: ", path)
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self.move_agent(path)
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def get_cell_number(self,x, y): #zamienia koordynaty na numer kratki
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cell_number = None
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cell_number =(x // TILE_SIZE) + (NUM_ROWS * (( y// TILE_SIZE)))
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return cell_number
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def get_child_nodes(self,cell_number):
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children = []
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up = self.get_up_cell(cell_number)
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if up is not None and up not in self.wall_cells and up not in self.enemy_cells:
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children.append(up)
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right = self.get_right_cell(cell_number)
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if right is not None and right not in self.wall_cells and up not in self.enemy_cells:
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children.append(right)
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down = self.get_down_cell(cell_number)
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if down is not None and down not in self.wall_cells and up not in self.enemy_cells:
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children.append(down)
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left = self.get_left_cell(cell_number)
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if left is not None and left not in self.wall_cells and up not in self.enemy_cells:
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children.append(left)
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return children
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def get_up_cell(self,cell_number):
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cell_row_number = cell_number // NUM_ROWS
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if (cell_row_number - 1 < 0):
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return None
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else:
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return (cell_number - NUM_ROWS)
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def get_right_cell(self,cell_number):
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cell_column_number = cell_number % NUM_ROWS
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if (cell_column_number + 1 >= NUM_ROWS):
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return None
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else:
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return (cell_number + 1)
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def get_down_cell(self,cell_number):
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cell_row_number = cell_number // NUM_ROWS
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if (cell_row_number + 1 >= NUM_ROWS):
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return None
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else:
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return (cell_number + NUM_ROWS)
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def get_left_cell(self,cell_number):
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cell_column_number = cell_number % NUM_ROWS
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if (cell_column_number - 1 < 0):
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return None
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else:
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return (cell_number - 1)
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def verify_move(self,from_cell, to_cell): #sprawdzenie czy ruch jest poprawny czyt. czy następna kratka to przeszkoda lub mob
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if (to_cell in self.wall_cells or to_cell in self.enemy_cells):
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return False
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if(from_cell + 1 == to_cell):
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return True
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if(from_cell - 1 == to_cell):
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return True
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if(from_cell - NUM_ROWS == to_cell):
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return True
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if(from_cell + NUM_ROWS == to_cell):
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return True
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return False
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def move_agent(self,path):
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for cell_to_move in path:
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x, y = self.get_coordinates(cell_to_move)
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print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.game.agent.rect.x, ", agent.y: ", self.game.agent.rect.y)
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if(self.get_cell_number(self.game.agent.x,self.game.agent.y)!=cell_to_move):
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if x > self.game.agent.rect.x:
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self.game.agent.direction = 0
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elif y > self.game.agent.rect.y:
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self.game.agent.direction = 1
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elif x < self.game.agent.rect.x:
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self.game.agent.direction = 2
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elif y < self.game.agent.rect.y:
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self.game.agent.direction = 3
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if self.game.agent.direction==0:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.x_change += TILE_SIZE
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elif self.game.agent.direction==1:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.y_change += TILE_SIZE
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elif self.game.agent.direction==2:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.x_change -= TILE_SIZE
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elif self.game.agent.direction==3:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.y_change -= TILE_SIZE
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self.game.agent.rotate()
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self.game.update()
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self.game.map()
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print("Położenie agenta: agent.x: ", self.game.agent.rect.x, ", agent.y: ", self.game.agent.rect.y)
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self.game.clock.tick(2)
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def get_coordinates(self,cell_to_move): #zamienia numer kratki na koordynaty
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cell_row_number = cell_to_move // NUM_ROWS
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cell_column_number = cell_to_move % NUM_ROWS
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y = cell_row_number * TILE_SIZE
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x = cell_column_number * TILE_SIZE
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return x, y
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