Gra-SI/bfs.py

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