a * wypisuje droge
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parent
0e183ca1cf
commit
635d448799
16
bfs.py
16
bfs.py
@ -10,10 +10,11 @@ class Bfs:
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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 heuristic(a,b):
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return abs(a[0]-b[0])+abs(a[1]-b[1])
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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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cost_road=0
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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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@ -33,25 +34,25 @@ class Bfs:
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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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print("Cel znajduje sie 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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print("Znaleziono cel, szukanie drogi z odwiedzonych wezlow, 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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print("Sasiedzi: ", 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("Brak nowych wezlow, 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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@ -152,6 +153,7 @@ class Bfs:
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return False
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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.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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@ -181,7 +183,7 @@ class Bfs:
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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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print("Polozenie 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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116
main.py
116
main.py
@ -6,6 +6,7 @@ from mobs import *
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#from unknown_mob import * #unknown mob
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import random
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from bfs import *
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from heapq import *
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class Game:
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@ -50,19 +51,30 @@ class Game:
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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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#self.unknown_mob = Unknown_mob(self,8,8) #unknown mob
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self.grass = Grass(self,0,2)
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self.grass = Grass(self,1,2)
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self.grass = Grass(self,0,3)
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self.grass = Grass(self,1,3)
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self.grass = Grass(self,0,4)
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self.grass = Grass(self,1,4)
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cost_cell_1000=[13,26,27,40]
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for y in range(5):
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self.rock = Rocks(self,3,y)
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self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
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'''
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for i in range(10):
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x = random.randint(0,12)
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y = random.randint(0,11)
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self.grass = Grass(self,x,y)
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self.grass_cells.append(self.bfs.get_cell_number(self.grass.x,self.grass.y))
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for y in range(5,8):
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self.little_rocks = Little_Rocks(self,4,y)
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'''
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def update(self):
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self.all_sprites.update()
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@ -113,6 +125,108 @@ class Game:
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# BFS ALGORITHM
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cols, rows = 13,12
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def get_circle(x,y):
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return (x * TILE_SIZE + TILE_SIZE//2, y* TILE_SIZE + TILE_SIZE//2), TILE_SIZE//4
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def get_rect(x,y):
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return x*TILE_SIZE +1, y* TILE_SIZE +1, TILE_SIZE -2, TILE_SIZE -2
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'''
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def get_next_nodes(x,y):
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check_next_node = lambda x, y:True if 0<= x < cols and 0<=y < rows else False
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ways =[-1,0],[0,-1],[1,0],[0,1]
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return [(grid[y + dy][x + dx], (x + dx, y + dy)) for dx, dy in ways if check_next_node(x + dx, y + dy)]
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'''
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def get_neighbours(x, y):
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check_neighbour = lambda x, y: True if 0 <= x < cols and 0 <= y < rows else False
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ways = [-1, 0], [0, -1], [1, 0], [0, 1]
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return [(grid[y + dy][x + dx], (x + dx, y + dy)) for dx, dy in ways if check_neighbour(x + dx, y + dy)]
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def heuristic(a, b):
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return abs(a[0] - b[0]) + abs(a[1] - b[1])
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def dijkstra(start, goal, graph):
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queue = []
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heappush(queue, (0, start))
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cost_visited = {start: 0}
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visited = {start: None}
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while queue:
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cur_cost, cur_node = heappop(queue)
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if cur_node == goal:
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break
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neighbours = graph[cur_node]
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for neighbour in neighbours:
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neigh_cost, neigh_node = neighbour
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new_cost = cost_visited[cur_node] + neigh_cost
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if neigh_node not in cost_visited or new_cost < cost_visited[neigh_node]:
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priority = new_cost + heuristic(neigh_node, goal)
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heappush(queue, (priority, neigh_node))
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cost_visited[neigh_node] = new_cost
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visited[neigh_node] = cur_node
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return visited
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grid =['2229222222222',
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'2229222222222',
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'9929222222222',
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'9929222222222',
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'9929222222222',
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'2222222222222',
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'2222222222222',
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'2222222222222',
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'2222222222222',
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'2222222222222',
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'2222222222222',
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'2222222222222'
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]
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grid = [[int(char) for char in string ] for string in grid]
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graph ={}
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for y, row in enumerate(grid):
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for x, col in enumerate(row):
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graph[(x, y)] = graph.get((x, y), []) + get_neighbours(x, y)
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print("graph 2 0",graph[(2,0)])
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start = (1,1)
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goal =(0,5)
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queue =[]
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heappush(queue, (0,start))
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cost_visited = {start:0}
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visited = {start: None}
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goall=1
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while goall==1:
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if queue:
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visited=dijkstra(start,goal,graph)
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goall=0
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path=[]
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path_head, path_segment = goal, goal
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while path_segment:
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print("path_segment: ",path_segment)
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path_segment =visited[path_segment]
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path.append(path_segment)
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print("path_head",path_head)
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path.pop(len(path)-1)
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path.reverse()
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path_true=[]
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bfss =Bfs(Game)
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for i in path:
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z=str(i)
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print("Z:",z)
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x=z[1]
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y=z[4]
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x=int(x)*64
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y=int(y)*64
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a=bfss.get_cell_number(x,y)
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path_true.append(a)
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print("path:",path)
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print("path_true:",path_true)
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bfss.move_agent(path_true)
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g = Game()
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g.new()
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