bfs na następnikach

This commit is contained in:
Weranda 2023-06-11 17:51:49 +02:00
parent bf1ac0349d
commit 5d1bc990ce

134
bfs.py
View File

@ -1,83 +1,42 @@
import pygame
from config import * from config import *
import queue
class Bfs(): class Bfs():
def __init__(self,game): def __init__(self,game):
self.game = game self.game = game
self.open_queue = []
self.close_queue = []
self.wall_cells = [] self.wall_cells = []
self.enemy_cells = [] self.enemy_cells = []
def heuristic(a,b): def heuristic(a,b):
return abs(a[0]-b[0])+abs(a[1]-b[1]) return abs(a[0]-b[0])+abs(a[1]-b[1])
def bfs(self,goal_cell): def bfs(self,goal_cell):
print("x: ", self.game.agent.x, "y: ", self.game.agent.y) print("x: ", self.game.agent.x, "y: ", self.game.agent.y)
cost_road=0 visited = set()
self.open_queue.append(self.get_cell_number(self.game.agent.x,self.game.agent.y)) q = queue.Queue()
# tutaj dodaje się cel agenta start_position = self.get_cell_number(self.game.agent.x,self.game.agent.y)
#goal_cell = self.get_cell_number(self.game.flower.x,self.game.flower.y) q.put(start_position)
parent = {}
path = [] while not q.empty(): # główna pętla
processing = True current_pos = q.get()
find_path = False visited.add(current_pos)
while processing: # główna pętla
for event in pygame.event.get(): if current_pos == goal_cell:
if event.type == pygame.QUIT: print("Osiągnięto cel, konstruowanie drogi")
exit() path = []
while current_pos != start_position:
if len(self.open_queue) > 0 : path.append(current_pos)
current_node_cell = self.open_queue.pop(0) current_pos = parent[current_pos]
path.append(start_position)
return path[::-1]
if(current_node_cell in self.close_queue): for successor in self.succesors(current_pos):
continue if successor not in visited:
q.put(successor)
parent[successor] = current_pos
print("Aktualna kratka: ", current_node_cell) print("Nieznaleziono drogi")
print("Cel znajduje sie na kratce: ", goal_cell) return None
if (current_node_cell == goal_cell):
self.close_queue.append(current_node_cell)
found_goal_cell = current_node_cell
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)
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:
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 def get_cell_number(self,x, y): #zamienia koordynaty na numer kratki
@ -85,7 +44,7 @@ class Bfs():
cell_number =(x // TILE_SIZE) + (NUM_ROWS * (( y// TILE_SIZE))) cell_number =(x // TILE_SIZE) + (NUM_ROWS * (( y// TILE_SIZE)))
return cell_number return cell_number
def get_child_nodes(self,cell_number): def get_possible_moves(self,cell_number):
children = [] children = []
up = self.get_up_cell(cell_number) 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: if up is not None and up not in self.wall_cells and up not in self.enemy_cells:
@ -151,40 +110,6 @@ class Bfs():
return True return True
return False return False
def move_agent(self,path):
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()
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 def get_coordinates(self,cell_to_move): #zamienia numer kratki na koordynaty
cell_row_number = cell_to_move // NUM_ROWS cell_row_number = cell_to_move // NUM_ROWS
@ -193,3 +118,12 @@ class Bfs():
y = cell_row_number * TILE_SIZE y = cell_row_number * TILE_SIZE
x = cell_column_number * TILE_SIZE x = cell_column_number * TILE_SIZE
return x, y return x, y
def succesors(self,current_pos):
possible_moves = self.get_possible_moves(current_pos)
valid_moves = []
for move in possible_moves:
if self.verify_move(current_pos,move) == True:
valid_moves.append(move)
return valid_moves