dodanie bfs bez ruszenia agentem

This commit is contained in:
Weranda 2023-05-02 20:36:45 +02:00
parent 3de4a8966b
commit b7cf4c914f
5 changed files with 203 additions and 5 deletions

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@ -84,13 +84,13 @@ class Agent(pygame.sprite.Sprite):
if keys[pygame.K_UP]:
if self.direction==0 and self.rect.x < 832 - 64:
self.x_change += TILE_SIZE/2
self.x_change += TILE_SIZE
if self.direction==1 and self.rect.y < 768 - 64:
self.y_change += TILE_SIZE/2
self.y_change += TILE_SIZE
if self.direction==2 and self.rect.x > 0:
self.x_change -= TILE_SIZE/2
self.x_change -= TILE_SIZE
if self.direction==3 and self.rect.y > 0:
self.y_change -= TILE_SIZE/2
self.y_change -= TILE_SIZE
"""
if keys[pygame.K_LEFT] and self.rect.x > 0:
self.x_change -= TILE_SIZE

View File

@ -3,4 +3,5 @@ WIDTH, HEIGHT = 832, 832
TILE_SIZE = 64
BLACK = ((0,0,0))
WHITE = ((255,255,255))
#PLAYER_SPEED = 3
#PLAYER_SPEED = 3
NUM_ROWS = WIDTH//TILE_SIZE

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