dodanie bfs bez ruszenia agentem
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8
agent.py
8
agent.py
@ -84,13 +84,13 @@ class Agent(pygame.sprite.Sprite):
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if keys[pygame.K_UP]:
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if self.direction==0 and self.rect.x < 832 - 64:
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self.x_change += TILE_SIZE/2
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self.x_change += TILE_SIZE
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if self.direction==1 and self.rect.y < 768 - 64:
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self.y_change += TILE_SIZE/2
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self.y_change += TILE_SIZE
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if self.direction==2 and self.rect.x > 0:
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self.x_change -= TILE_SIZE/2
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self.x_change -= TILE_SIZE
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if self.direction==3 and self.rect.y > 0:
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self.y_change -= TILE_SIZE/2
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self.y_change -= TILE_SIZE
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"""
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if keys[pygame.K_LEFT] and self.rect.x > 0:
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self.x_change -= TILE_SIZE
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@ -3,4 +3,5 @@ WIDTH, HEIGHT = 832, 832
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TILE_SIZE = 64
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BLACK = ((0,0,0))
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WHITE = ((255,255,255))
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#PLAYER_SPEED = 3
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#PLAYER_SPEED = 3
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NUM_ROWS = WIDTH//TILE_SIZE
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197
main.py
197
main.py
@ -37,13 +37,18 @@ class Game:
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#self.unknown_mobs = pygame.sprite.LayeredUpdates() #unknown mob
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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.enemy_cells.append(self.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.enemy_cells.append(self.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
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self.infantry_ork2 = Infantry_ork2(self,6,3)
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self.enemy_cells.append(self.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y))
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self.sauron = Sauron(self, 1, 10)
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self.enemy_cells.append(self.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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for y in range(5):
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self.rock = Rocks(self,3,y)
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self.wall_cells.append(self.get_cell_number(self.rock.x,self.rock.y))
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def update(self):
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@ -55,6 +60,10 @@ class Game:
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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.MOUSEBUTTONDOWN:
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mouse_presses = pygame.mouse.get_pressed()
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if mouse_presses[0]:
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self.search_in_breadth_first_approach()
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def map(self): # tworzenie mapy
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self.clock.tick(FRAMERATE)
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@ -72,6 +81,194 @@ class Game:
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self.events()
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self.update()
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self.map()
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open_queue = []
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close_queue = []
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wall_cells = []
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enemy_cells = []
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def search_in_breadth_first_approach(self):
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print("x is: ", self.agent.x, "y is: ", self.agent.y)
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self.open_queue.append(self.get_cell_number(self.agent.x,self.agent.y))
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goal_cell = self.get_cell_number(self.flower.x,self.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: # main loop
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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) # remove and get first element of open_queue
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# check if this cell allready processed
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if(current_node_cell in self.close_queue):
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continue
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print("current cell number is: ", current_node_cell)
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print("goal cell/s is/are at: ", goal_cell)
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# cheking for goal
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if (current_node_cell == goal_cell):
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# add the goal cell to close queue too, this is helpfull to find the path
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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("goal found, now find the path from close_queue, close_queue is:", self.close_queue)
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processing = False
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find_path = True
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self.clock.tick(2) # stay some time here without closing the windoew
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else:
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# goal not found, continue processing
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child_node_cells = self.get_child_nodes(current_node_cell) # find possible child cells nodes to process
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self.close_queue.append(current_node_cell) # putting the processed node to closed queue
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# add child nodes to open queue only if they are already not in both open_queue and close_queue
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print("childe nodes: ", 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) # add children to END OF THE OPEN QUEUE (BFS)
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print("open queue: ", self.open_queue, "open_queue length: ", len(self.open_queue), "\n")
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else:
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print("no nodes to processe, open_queue length: ", len(self.open_queue), ", open queue: ",self. open_queue)
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print("closed queue (processed nodes) : ", 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]) # put the agent starting cell to path.
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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_to_cell_is_navigatable_from_from_cell(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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# a dead end has occured, start finding path avoiding this dead end cell
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dead_end_nodes.append(path[-1])
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path = [] # to start again
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print("path: ", path)
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self.move_agent(path)
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def get_cell_number(self,x, y):
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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 # current row number of agent
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if (cell_row_number - 1 < 0): # above /up row number of agent
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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 # current column number of agent
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if (cell_column_number + 1 >= NUM_ROWS):
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# current cell is at the right edge, so no rigth child / right cell available
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return None
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else:
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return (cell_number + 1) # else return next cell number
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def get_down_cell(self,cell_number):
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cell_row_number = cell_number // NUM_ROWS # current row number of agent
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if (cell_row_number + 1 >= NUM_ROWS): # down / next row number of agent
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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 # current column number of agent
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if (cell_column_number - 1 < 0):
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# current cell is at the left edge, so no left child / right cell available
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return None
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else:
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return (cell_number - 1) # else return previous cell number
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def verify_to_cell_is_navigatable_from_from_cell(self,from_cell, to_cell):
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if (to_cell in self.wall_cells or to_cell in self.enemy_cells): # if to_cell is a wall cell, return False
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return False
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if(from_cell + 1 == to_cell): # check to_cell is the right cell
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return True
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if(from_cell - 1 == to_cell): # check to_cell is the left cell
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return True
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if(from_cell - NUM_ROWS == to_cell): # check to_cell is the top / up cell
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return True
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if(from_cell + NUM_ROWS == to_cell): # check to_cell is the down / bottom cell
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return True
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return False # Else not navigatable, return False
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# trzeba poprawić poruszanie się agenta, sam bfs działa dobrze raczej
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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_top_left_cordinates_given_cell_number(cell_to_move)
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print("moving to cell : ", cell_to_move, " of cordinates x: ", x, ", y: ", y, ", line_width: ", TILE_SIZE)
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if x > self.agent.x and y == self.agent.y:
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self.agent.direction = 0
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if x == self.agent.x and y > self.agent.y:
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self.agent.direction = 1
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if x < self.agent.x and y == self.agent.y:
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self.agent.direction = 2
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if x == self.agent.x and y < self.agent.y:
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self.agent.direction = 3
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if self.agent.direction==0:
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self.agent.x += TILE_SIZE
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if self.agent.direction==1:
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self.agent.y += TILE_SIZE
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if self.agent.direction==2:
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self.agent.x -= TILE_SIZE
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if self.agent.direction==3:
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self.agent.y -= TILE_SIZE
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print("moved agent attributes: agent.x: ", self.agent.x, ", agent.y: ", self.agent.y)
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self.clock.tick(2)
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def get_top_left_cordinates_given_cell_number(self,cell_to_move):
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cell_row_number = cell_to_move // NUM_ROWS # cell row number
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cell_column_number = cell_to_move % NUM_ROWS # cell column number
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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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g = Game()
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g.new()
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