Dodanie generacji 60% szansa na Kombinacje 10 % na mutacje
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main.py
553
main.py
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import pygame
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from config import *
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from agent import *
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from map_add_ons import *
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from mobs import *
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from bfs import *
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from nn import *
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from astar import *
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class Game:
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def __init__(self):
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pygame.init()
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self.state =[-1,-1,-1,-1,-1,-1,-1,-1]
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self.SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
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self.running = True
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self.clock = pygame.time.Clock()
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self.BACKGROUND_IMG= pygame.image.load("./pozostale_zdjecia/podloze.jpg")
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self.BACKGROUND = pygame.transform.scale(self.BACKGROUND_IMG,(64,64))
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self.LVL_ICON_PNG = pygame.image.load("./pozostale_zdjecia/lvl_icon.png")
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self.LVL_ICON = pygame.transform.scale(self.LVL_ICON_PNG,(24,24))
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pygame.display.set_caption('Gra-SI')
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self.bfs = Bfs(self)
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self.nn = NeuralN()
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self.astar = Astar(self)
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self.cell_costs = [[1 for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
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self.obstacles = [[False for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
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def new(self): # tworzy się nowa sesja grania
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self.all_sprites = pygame.sprite.LayeredUpdates()
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self.rock_sprites = pygame.sprite.LayeredUpdates()
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self.grass_sprites = pygame.sprite.LayeredUpdates()
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self.archer_orks = pygame.sprite.LayeredUpdates()
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self.infantry_orks = pygame.sprite.LayeredUpdates()
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self.sauronL = pygame.sprite.LayeredUpdates()
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self.flowers = pygame.sprite.LayeredUpdates()
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self.little_rock_sprites = pygame.sprite.LayeredUpdates()
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self.agent = Agent(self,1,1)
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self.archer_ork = Archer_ork(self,10,10)
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self.obstacles[10][10] = True
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y))
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self.infantry_ork = Infantry_ork(self,10,4)
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self.obstacles[10][4] = True
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
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self.sauron = Sauron(self, 1, 10)
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self.obstacles[1][10] = True
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y))
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self.flower = Health_flower(self, 8,2)
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for y in range (2,5):
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for x in range (2):
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self.grass = Grass(self,x,y)
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self.cell_costs[x][y] = 5
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for y in range(5):
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self.rock = Rocks(self,3,y)
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self.obstacles[3][y] = True
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self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
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def update(self):
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self.all_sprites.update()
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def events(self):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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pygame.quit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.goal_pos = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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self.move_agent(self.astar.a_star(self.goal_pos))
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if event.type == pygame.MOUSEBUTTONDOWN:
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mouse_presses = pygame.mouse.get_pressed()
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if mouse_presses[0]:
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x = self.sauron.x
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y = self.sauron.y
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.sauron.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = "SAURON"
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while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać
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if prediction == "SAURON" and self.agent.level < 3:
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x = self.archer_ork.x
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y = self.archer_ork.y
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.archer_ork.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = "ORK_ARCHER"
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elif prediction == "SAURON" and self.agent.level >= 3:
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self.obstacles[1][10] = False
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self.move_agent(self.astar.a_star(goal))
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elif prediction == "ORK_INFANTRY":
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self.obstacles[10][4] = False
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self.move_agent(self.astar.a_star(goal))
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if self.agent.current_health < self.agent.max_health:
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goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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self.move_agent(self.astar.a_star(goal))
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x = self.sauron.x
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y = self.sauron.y
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.sauron.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = "SAURON"
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elif prediction == "ORK_ARCHER":
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self.obstacles[10][10] = False
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self.move_agent(self.astar.a_star(goal))
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if self.agent.current_health < self.agent.max_health:
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goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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self.move_agent(self.astar.a_star(goal))
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x = self.infantry_ork.x
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y = self.infantry_ork.y
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.infantry_ork.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = "ORK_INFANTRY"
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def prediction_road(self,x,y,mob_image):
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mob_goal_cell = (self.bfs.get_cell_number(x,y))
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if self.bfs.get_up_cell(mob_goal_cell) == None:
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goal_cell = self.bfs.get_down_cell(mob_goal_cell)
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x,y = self.bfs.get_coordinates(goal_cell)
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goal = x//TILE_SIZE,y//TILE_SIZE
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self.move_agent(self.astar.a_star(goal))
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prediction = self.nn.predict(mob_image)
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else:
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goal_cell = self.bfs.get_up_cell(mob_goal_cell)
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x,y = self.bfs.get_coordinates(goal_cell)
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goal = x//TILE_SIZE,y//TILE_SIZE
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self.move_agent(self.astar.a_star(goal))
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prediction = self.nn.predict(mob_image)
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return prediction
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def move_agent(self,path):
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print("PATH:::::",path)
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for cell_to_move in path:
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x, y = self.bfs.get_coordinates(cell_to_move)
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print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
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if(self.bfs.get_cell_number(self.agent.rect.x,self.agent.rect.y)!=cell_to_move):
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if x > self.agent.rect.x:
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self.agent.direction = 0
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elif y > self.agent.rect.y:
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self.agent.direction = 1
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elif x < self.agent.rect.x:
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self.agent.direction = 2
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elif y < self.agent.rect.y:
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self.agent.direction = 3
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if self.agent.direction==0:
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#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.x_change += TILE_SIZE
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elif self.agent.direction==1:
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#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.y_change += TILE_SIZE
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elif self.agent.direction==2:
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#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.x_change -= TILE_SIZE
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elif self.agent.direction==3:
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#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.y_change -= TILE_SIZE
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self.agent.rotate()
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self.update()
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self.map()
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print("Polozenie agenta: agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
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self.clock.tick(2)
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def map(self): # tworzenie mapy
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self.clock.tick(FRAMERATE)
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for x in range(0, WIDTH, TILE_SIZE):
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for y in range(0, 768, TILE_SIZE):
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self.SCREEN.blit(self.BACKGROUND,(x,y))
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self.rect = pygame.Rect(x, y, TILE_SIZE, TILE_SIZE)
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pygame.draw.rect(self.SCREEN, BLACK, self.rect, 1)
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self.flowers.draw(self.SCREEN)
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self.all_sprites.draw(self.SCREEN)
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self.rock_sprites.draw(self.SCREEN)
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self.grass_sprites.draw(self.SCREEN)
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self.SCREEN.blit(self.LVL_ICON, (340 ,780))
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pygame.display.update()
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def main(self):
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self.events()
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self.update()
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self.map()
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g = Game()
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g.new()
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while g.running:
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g.main()
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import pygame
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from config import *
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from agent import *
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from map_add_ons import *
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from mobs import *
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from bfs import *
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from nn import *
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from astar import *
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import math
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import random
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class Game:
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def __init__(self):
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pygame.init()
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self.state =[-1,-1,-1,-1,-1,-1,-1,-1]
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self.SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
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self.running = True
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self.clock = pygame.time.Clock()
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self.BACKGROUND_IMG= pygame.image.load("./pozostale_zdjecia/podloze.jpg")
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self.BACKGROUND = pygame.transform.scale(self.BACKGROUND_IMG,(64,64))
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self.LVL_ICON_PNG = pygame.image.load("./pozostale_zdjecia/lvl_icon.png")
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self.LVL_ICON = pygame.transform.scale(self.LVL_ICON_PNG,(24,24))
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pygame.display.set_caption('Gra-SI')
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self.bfs = Bfs(self)
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self.nn = NeuralN()
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self.astar = Astar(self)
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self.cell_costs = [[1 for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
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self.obstacles = [[False for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
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def new(self): # tworzy się nowa sesja grania
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self.all_sprites = pygame.sprite.LayeredUpdates()
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self.rock_sprites = pygame.sprite.LayeredUpdates()
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self.grass_sprites = pygame.sprite.LayeredUpdates()
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self.archer_orks = pygame.sprite.LayeredUpdates()
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self.infantry_orks = pygame.sprite.LayeredUpdates()
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self.sauronL = pygame.sprite.LayeredUpdates()
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self.flowers = pygame.sprite.LayeredUpdates()
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self.little_rock_sprites = pygame.sprite.LayeredUpdates()
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#Agent,Archer_ork,infantry_ork,sauron,flower,grass x6, rocks x5 tablica 16 elementowa y=0-11 x=0-12 random.randint(x, y) = od x do y downolny int
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self.allpositions=[]
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self.allpositionsSet=set()
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while(len(self.allpositionsSet)<100):
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self.positions=[] #.append
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self.positionsSet=set() #.add
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for x in range(16):
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while len(self.positionsSet)<16:
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pos1=random.randint(0,12) #x
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pos2=random.randint(0,11) #y
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pom=(pos1,pos2)
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lenSetBefore=len(self.positionsSet)
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self.positionsSet.add(pom)
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lenSetAfter=len(self.positionsSet)
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if(lenSetAfter>lenSetBefore):
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self.positions.append(pom)
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AllPositionsSetB=len(self.allpositionsSet)
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self.allpositionsSet.add(tuple(self.positions))
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AllPositionsSetA=len(self.allpositionsSet)
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if(AllPositionsSetA>AllPositionsSetB):
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self.positions.append([1000])
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self.allpositions.append(self.positions)
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def sprawdz_powtorzenia(tablica):
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wystapienia = set()
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for element in tablica[:-1]:
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if tuple(element) in wystapienia:
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return True # Powtórzenie znalezione
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wystapienia.add(tuple(element))
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return False # Brak powtórzeń
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def ocena_tablicy(dane):
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for x in range(100):
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if(sprawdz_powtorzenia(dane[x])):
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dane[x][-1]=10000000
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else:
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x1,y1=dane[x][0]
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x2,y2=dane[x][1]
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x3,y3=dane[x][2]
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x4,y4=dane[x][3]
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r1=math.sqrt((x1 - x2)**2 + (y1 - y2)**2)
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r2=math.sqrt((x2 - x3)**2 + (y2 - y3)**2)
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r3=math.sqrt((x3 - x4)**2 + (y3 - y4)**2)
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r12=math.sqrt((x1 - x3)**2 + (y1 - y3)**2)
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r13=math.sqrt((x1 - x2)**2 + (y1 - y2)**2)
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avg=(r1+r2+r3)/3
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grade=abs(r1-avg)+abs(r2-avg)+abs(r3-avg)
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if(r1<4):
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grade=grade+5
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if(r12<4):
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grade=grade+5
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if(r13<4):
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grade=grade+5
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grade=round(grade,2)*100
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dane[x][-1]=grade
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return dane
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def sort_tablicy(dane):
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posortowana_tablica = sorted(dane, key=lambda x: x[-1])
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return posortowana_tablica
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def generuj_pary(n):
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pary = []
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for i in range(1, n+1):
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for j in range(i+1, n+1):
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pary.append([i, j])
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return pary
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self.WszystkiePary=generuj_pary(7)
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def polacz_tablice(tablica1, tablica2,n):
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nowa_tablica = tablica1[:n] + tablica2[n:]
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return nowa_tablica
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self.positionsAfterGrade=ocena_tablicy(self.allpositions)
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self.sortedAfterGrade=sort_tablicy(self.positionsAfterGrade)
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n=10
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self.licznik=0
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while(self.sortedAfterGrade[0][16]!=0 or self.licznik <n):
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self.WynikKombinacji=[]
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pomWynikInt=0
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pomWszystkieParyInt=0
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while(len(self.WynikKombinacji)<20 and pomWszystkieParyInt<21):
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gen1=self.sortedAfterGrade[self.WszystkiePary[pomWszystkieParyInt][0]-1]
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gen2=self.sortedAfterGrade[self.WszystkiePary[pomWszystkieParyInt][1]-1]
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rollKombinacja=random.randint(0,100)# chance 60%
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rollMutacja=random.randint(0,100)# chance 10%
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if(rollKombinacja<61):
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KombInt=random.randint(1,16)
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self.WynikKombinacji.append(polacz_tablice(gen1,gen2,KombInt))
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if(rollMutacja<11):
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MutacjaInt=random.randint(0,16)
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xPoMutacji=random.randint(0,12) #x
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yPoMutacji=random.randint(0,11) #y
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self.WynikKombinacji[pomWynikInt][MutacjaInt]=[xPoMutacji,yPoMutacji]
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pomWynikInt=pomWynikInt+1
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pomWszystkieParyInt=pomWszystkieParyInt+1
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laczenieGeneracji=self.sortedAfterGrade[:(100-len(self.WynikKombinacji))]+self.WynikKombinacji
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OcenaWszystkich=ocena_tablicy(laczenieGeneracji)
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self.sortedAfterGrade=sort_tablicy(OcenaWszystkich)
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self.licznik=self.licznik+1
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#self.sortedAfterGrade[0] najlepszy
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self.najlepszaGeneracja=self.sortedAfterGrade[0] #Agent,Archer_ork,infantry_ork,sauron,flower,grass x6, rocks x5 tablica 16 elementowa y=0-11 x=0-12 random.randint(x, y) = od x do y downolny int
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self.agent = Agent(self,self.najlepszaGeneracja[0][0],self.najlepszaGeneracja[0][1])
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self.archer_ork = Archer_ork(self,self.najlepszaGeneracja[1][0],self.najlepszaGeneracja[1][1])
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self.obstacles[self.najlepszaGeneracja[1][0]][self.najlepszaGeneracja[1][1]] = True
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y))
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self.infantry_ork = Infantry_ork(self,self.najlepszaGeneracja[2][0],self.najlepszaGeneracja[2][1])
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self.obstacles[self.najlepszaGeneracja[2][0]][self.najlepszaGeneracja[2][1]] = True
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
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self.sauron = Sauron(self, self.najlepszaGeneracja[3][0], self.najlepszaGeneracja[3][1])
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self.obstacles[self.najlepszaGeneracja[3][0]][self.najlepszaGeneracja[3][1]] = True
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y))
|
||||
self.flower = Health_flower(self, self.najlepszaGeneracja[4][0],self.najlepszaGeneracja[4][1])
|
||||
|
||||
for y in range (6):
|
||||
self.grass = Grass(self,self.najlepszaGeneracja[y+5][0],self.najlepszaGeneracja[y+5][1])
|
||||
self.cell_costs[self.najlepszaGeneracja[y+5][0]][self.najlepszaGeneracja[y+5][1]] = 5
|
||||
|
||||
for y in range(5):
|
||||
self.rock = Rocks(self,self.najlepszaGeneracja[y+11][0],self.najlepszaGeneracja[y+11][1])
|
||||
self.obstacles[self.najlepszaGeneracja[y+11][0]][self.najlepszaGeneracja[y+11][1]] = True
|
||||
self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
|
||||
|
||||
""" to jest tak jak bylo zmieniam tylko pozycje elementow
|
||||
self.agent = Agent(self,1,1)
|
||||
self.archer_ork = Archer_ork(self,10,10)
|
||||
self.obstacles[10][10] = True
|
||||
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y))
|
||||
self.infantry_ork = Infantry_ork(self,10,4)
|
||||
self.obstacles[10][4] = True
|
||||
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
|
||||
|
||||
self.sauron = Sauron(self, 1, 10)
|
||||
self.obstacles[1][10] = True
|
||||
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y))
|
||||
self.flower = Health_flower(self, 8,2)
|
||||
|
||||
for y in range (2,5):
|
||||
for x in range (2):
|
||||
self.grass = Grass(self,x,y)
|
||||
self.cell_costs[x][y] = 5
|
||||
|
||||
for y in range(5):
|
||||
self.rock = Rocks(self,3,y)
|
||||
self.obstacles[3][y] = True
|
||||
self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
|
||||
"""
|
||||
def update(self):
|
||||
self.all_sprites.update()
|
||||
|
||||
|
||||
def events(self):
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
self.running = False
|
||||
pygame.quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_SPACE:
|
||||
self.goal_pos = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
|
||||
self.move_agent(self.astar.a_star(self.goal_pos))
|
||||
|
||||
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
mouse_presses = pygame.mouse.get_pressed()
|
||||
if mouse_presses[0]:
|
||||
|
||||
x = self.sauron.x
|
||||
y = self.sauron.y
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
mob_image = self.sauron.image_path
|
||||
prediction = self.prediction_road(x,y,mob_image)
|
||||
prediction = "SAURON"
|
||||
while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać
|
||||
if prediction == "SAURON" and self.agent.level < 3:
|
||||
x = self.archer_ork.x
|
||||
y = self.archer_ork.y
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
mob_image = self.archer_ork.image_path
|
||||
prediction = self.prediction_road(x,y,mob_image)
|
||||
prediction = "ORK_ARCHER"
|
||||
elif prediction == "SAURON" and self.agent.level >= 3:
|
||||
self.obstacles[1][10] = False
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
|
||||
elif prediction == "ORK_INFANTRY":
|
||||
self.obstacles[10][4] = False
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
if self.agent.current_health < self.agent.max_health:
|
||||
goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
x = self.sauron.x
|
||||
y = self.sauron.y
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
mob_image = self.sauron.image_path
|
||||
prediction = self.prediction_road(x,y,mob_image)
|
||||
prediction = "SAURON"
|
||||
elif prediction == "ORK_ARCHER":
|
||||
self.obstacles[10][10] = False
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
if self.agent.current_health < self.agent.max_health:
|
||||
goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
x = self.infantry_ork.x
|
||||
y = self.infantry_ork.y
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
mob_image = self.infantry_ork.image_path
|
||||
prediction = self.prediction_road(x,y,mob_image)
|
||||
prediction = "ORK_INFANTRY"
|
||||
|
||||
|
||||
|
||||
|
||||
def prediction_road(self,x,y,mob_image):
|
||||
mob_goal_cell = (self.bfs.get_cell_number(x,y))
|
||||
if self.bfs.get_up_cell(mob_goal_cell) == None:
|
||||
goal_cell = self.bfs.get_down_cell(mob_goal_cell)
|
||||
x,y = self.bfs.get_coordinates(goal_cell)
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
prediction = self.nn.predict(mob_image)
|
||||
else:
|
||||
goal_cell = self.bfs.get_up_cell(mob_goal_cell)
|
||||
x,y = self.bfs.get_coordinates(goal_cell)
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
prediction = self.nn.predict(mob_image)
|
||||
return prediction
|
||||
|
||||
def move_agent(self,path):
|
||||
print("PATH:::::",path)
|
||||
for cell_to_move in path:
|
||||
x, y = self.bfs.get_coordinates(cell_to_move)
|
||||
print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
|
||||
if(self.bfs.get_cell_number(self.agent.rect.x,self.agent.rect.y)!=cell_to_move):
|
||||
if x > self.agent.rect.x:
|
||||
self.agent.direction = 0
|
||||
elif y > self.agent.rect.y:
|
||||
self.agent.direction = 1
|
||||
elif x < self.agent.rect.x:
|
||||
self.agent.direction = 2
|
||||
elif y < self.agent.rect.y:
|
||||
self.agent.direction = 3
|
||||
if self.agent.direction==0:
|
||||
#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||
self.agent.x_change += TILE_SIZE
|
||||
elif self.agent.direction==1:
|
||||
#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||
self.agent.y_change += TILE_SIZE
|
||||
elif self.agent.direction==2:
|
||||
#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||
self.agent.x_change -= TILE_SIZE
|
||||
elif self.agent.direction==3:
|
||||
#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||
self.agent.y_change -= TILE_SIZE
|
||||
|
||||
self.agent.rotate()
|
||||
self.update()
|
||||
self.map()
|
||||
|
||||
print("Polozenie agenta: agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
|
||||
self.clock.tick(2)
|
||||
|
||||
def map(self): # tworzenie mapy
|
||||
self.clock.tick(FRAMERATE)
|
||||
for x in range(0, WIDTH, TILE_SIZE):
|
||||
for y in range(0, 768, TILE_SIZE):
|
||||
self.SCREEN.blit(self.BACKGROUND,(x,y))
|
||||
self.rect = pygame.Rect(x, y, TILE_SIZE, TILE_SIZE)
|
||||
pygame.draw.rect(self.SCREEN, BLACK, self.rect, 1)
|
||||
self.flowers.draw(self.SCREEN)
|
||||
self.all_sprites.draw(self.SCREEN)
|
||||
self.rock_sprites.draw(self.SCREEN)
|
||||
self.grass_sprites.draw(self.SCREEN)
|
||||
self.SCREEN.blit(self.LVL_ICON, (340 ,780))
|
||||
pygame.display.update()
|
||||
|
||||
def main(self):
|
||||
self.events()
|
||||
self.update()
|
||||
self.map()
|
||||
|
||||
|
||||
g = Game()
|
||||
g.new()
|
||||
|
||||
while g.running:
|
||||
g.main()
|
||||
|
Loading…
Reference in New Issue
Block a user