bfs na następnikach

This commit is contained in:
Weranda 2023-06-11 17:52:19 +02:00
parent 5d1bc990ce
commit bad659a759
5 changed files with 42 additions and 53 deletions

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66
main.py
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@ -3,7 +3,6 @@ from config import *
from agent import *
from map_add_ons import *
from mobs import *
#from unknown_mob import * #unknown mob
from bfs import *
from heapq import *
from nn import *
@ -28,6 +27,7 @@ class Game:
self.bfs = Bfs(self)
self.nn = NeuralN()
def new(self): # tworzy się nowa sesja grania
self.all_sprites = pygame.sprite.LayeredUpdates()
@ -35,23 +35,21 @@ class Game:
self.grass_sprites = pygame.sprite.LayeredUpdates()
self.archer_orks = pygame.sprite.LayeredUpdates()
self.infantry_orks = pygame.sprite.LayeredUpdates()
#self.infantry_orks2 = pygame.sprite.LayeredUpdates()
self.sauronL = pygame.sprite.LayeredUpdates()
self.flowers = pygame.sprite.LayeredUpdates()
self.little_rock_sprites = pygame.sprite.LayeredUpdates()
#self.unknown_mobs = pygame.sprite.LayeredUpdates() #unknown mob
self.agent = Agent(self,1,1)
self.archer_ork = Archer_ork(self,10,10)
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.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
#self.infantry_ork2 = Infantry_ork2(self,6,3)
#self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y))
self.sauron = Sauron(self, 1, 10)
self.bfs.enemy_cells.append(self.bfs.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
self.grass = Grass(self,0,2)
self.grass = Grass(self,1,2)
self.grass = Grass(self,0,3)
@ -62,19 +60,7 @@ class Game:
for y in range(5):
self.rock = Rocks(self,3,y)
self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
'''
for i in range(10):
x = random.randint(0,12)
y = random.randint(0,11)
self.grass = Grass(self,x,y)
self.grass_cells.append(self.bfs.get_cell_number(self.grass.x,self.grass.y))
for y in range(5,8):
self.little_rocks = Little_Rocks(self,4,y)
'''
def update(self):
self.all_sprites.update()
@ -88,11 +74,11 @@ class Game:
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_presses = pygame.mouse.get_pressed()
if mouse_presses[0]:
#self.bfs.bfs(self.bfs.get_cell_number(self.flower.x,self.flower.y))
x = self.sauron.x
y = self.sauron.y
mob_image = self.sauron.SAURON_IMG
while True:
while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze
prediction = self.prediction_road(x,y,mob_image)
if prediction == "SAURON":
x = self.infantry_ork.x
@ -100,13 +86,13 @@ class Game:
mob_image = self.infantry_ork.INFANTRY_ORK_IMG
prediction = self.prediction_road(x,y,mob_image)
if prediction == "ORK_INFANTRY":
self.bfs.bfs(self.bfs.get_cell_number(x,y))
self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y)))
x = self.archer_ork.x
y = self.archer_ork.y
mob_image = self.archer_ork.ARCHER_ORK_IMG
prediction = self.prediction_road(x,y,mob_image)
if prediction == "ORK_ARCHER":
self.bfs.bfs(self.bfs.get_cell_number(x,y))
self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y)))
x = self.sauron.x
y = self.sauron.y
mob_image = self.sauron.SAURON_IMG
@ -119,11 +105,43 @@ class Game:
goal = self.bfs.get_down_cell(mob_goal)
else:
goal = self.bfs.get_up_cell(mob_goal)
self.bfs.bfs(goal)
self.move_agent(self.bfs.bfs(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.x,self.agent.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)

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@ -1,29 +0,0 @@
import pygame
from config import *
class Unknown_mob(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.unknown_mobs
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.UNKNOWN_MOB_IMG = pygame.image.load("./pozostale_zdjecia/dragon.jpg")
self.UKNOWN_MOB = pygame.transform.scale(self.UNKNOWN_MOB_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.UKNOWN_MOB, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 1
self.damage = 50*self.level