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bad659a759
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132
bfs.py
132
bfs.py
@ -1,83 +1,42 @@
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import pygame
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from config import *
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import queue
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class Bfs():
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def __init__(self,game):
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self.game = game
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self.open_queue = []
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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,goal_cell):
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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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visited = set()
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q = queue.Queue()
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start_position = self.get_cell_number(self.game.agent.x,self.game.agent.y)
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q.put(start_position)
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parent = {}
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path = []
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processing = True
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find_path = False
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while processing: # główna pętla
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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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while not q.empty(): # główna pętla
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current_pos = q.get()
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visited.add(current_pos)
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if len(self.open_queue) > 0 :
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current_node_cell = self.open_queue.pop(0)
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if(current_node_cell in self.close_queue):
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continue
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print("Aktualna kratka: ", current_node_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 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("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 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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dead_end_nodes = []
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while find_path:
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path.append(self.close_queue[0])
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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_move(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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dead_end_nodes.append(path[-1])
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if current_pos == goal_cell:
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print("Osiągnięto cel, konstruowanie drogi")
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path = []
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while current_pos != start_position:
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path.append(current_pos)
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current_pos = parent[current_pos]
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path.append(start_position)
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return path[::-1]
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print("Droga: ", path)
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self.move_agent(path)
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for successor in self.succesors(current_pos):
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if successor not in visited:
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q.put(successor)
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parent[successor] = current_pos
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print("Nieznaleziono drogi")
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return None
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def get_cell_number(self,x, y): #zamienia koordynaty na numer kratki
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@ -85,7 +44,7 @@ class Bfs():
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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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def get_possible_moves(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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@ -152,40 +111,6 @@ 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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if(self.get_cell_number(self.game.agent.x,self.game.agent.y)!=cell_to_move):
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if x > self.game.agent.rect.x:
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self.game.agent.direction = 0
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elif y > self.game.agent.rect.y:
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self.game.agent.direction = 1
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elif x < self.game.agent.rect.x:
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self.game.agent.direction = 2
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elif y < self.game.agent.rect.y:
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self.game.agent.direction = 3
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if self.game.agent.direction==0:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.x_change += TILE_SIZE
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elif self.game.agent.direction==1:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.y_change += TILE_SIZE
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elif self.game.agent.direction==2:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.x_change -= TILE_SIZE
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elif self.game.agent.direction==3:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.y_change -= TILE_SIZE
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self.game.agent.rotate()
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self.game.update()
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self.game.map()
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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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cell_row_number = cell_to_move // NUM_ROWS
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cell_column_number = cell_to_move % NUM_ROWS
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@ -193,3 +118,12 @@ class Bfs():
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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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def succesors(self,current_pos):
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possible_moves = self.get_possible_moves(current_pos)
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valid_moves = []
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for move in possible_moves:
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if self.verify_move(current_pos,move) == True:
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valid_moves.append(move)
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return valid_moves
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64
main.py
64
main.py
@ -3,7 +3,6 @@ from config import *
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from agent import *
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from map_add_ons import *
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from mobs import *
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#from unknown_mob import * #unknown mob
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from bfs import *
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from heapq import *
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from nn import *
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@ -28,6 +27,7 @@ class Game:
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self.bfs = Bfs(self)
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self.nn = NeuralN()
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def new(self): # tworzy się nowa sesja grania
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self.all_sprites = pygame.sprite.LayeredUpdates()
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@ -35,23 +35,21 @@ class Game:
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self.grass_sprites = pygame.sprite.LayeredUpdates()
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self.archer_orks = pygame.sprite.LayeredUpdates()
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self.infantry_orks = pygame.sprite.LayeredUpdates()
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#self.infantry_orks2 = pygame.sprite.LayeredUpdates()
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self.sauronL = pygame.sprite.LayeredUpdates()
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self.flowers = pygame.sprite.LayeredUpdates()
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self.little_rock_sprites = pygame.sprite.LayeredUpdates()
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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.bfs.enemy_cells.append(self.bfs.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.bfs.enemy_cells.append(self.bfs.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.bfs.enemy_cells.append(self.bfs.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.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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@ -62,18 +60,6 @@ class Game:
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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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@ -88,11 +74,11 @@ class Game:
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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.bfs.bfs(self.bfs.get_cell_number(self.flower.x,self.flower.y))
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x = self.sauron.x
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y = self.sauron.y
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mob_image = self.sauron.SAURON_IMG
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while True:
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while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze
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prediction = self.prediction_road(x,y,mob_image)
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if prediction == "SAURON":
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x = self.infantry_ork.x
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@ -100,13 +86,13 @@ class Game:
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mob_image = self.infantry_ork.INFANTRY_ORK_IMG
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prediction = self.prediction_road(x,y,mob_image)
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if prediction == "ORK_INFANTRY":
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self.bfs.bfs(self.bfs.get_cell_number(x,y))
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self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y)))
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x = self.archer_ork.x
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y = self.archer_ork.y
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mob_image = self.archer_ork.ARCHER_ORK_IMG
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prediction = self.prediction_road(x,y,mob_image)
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if prediction == "ORK_ARCHER":
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self.bfs.bfs(self.bfs.get_cell_number(x,y))
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self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y)))
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x = self.sauron.x
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y = self.sauron.y
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mob_image = self.sauron.SAURON_IMG
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@ -119,11 +105,43 @@ class Game:
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goal = self.bfs.get_down_cell(mob_goal)
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else:
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goal = self.bfs.get_up_cell(mob_goal)
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self.bfs.bfs(goal)
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self.move_agent(self.bfs.bfs(goal))
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prediction = self.nn.predict(mob_image)
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return prediction
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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.bfs.get_coordinates(cell_to_move)
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print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
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if(self.bfs.get_cell_number(self.agent.x,self.agent.y)!=cell_to_move):
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if x > self.agent.rect.x:
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self.agent.direction = 0
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elif y > self.agent.rect.y:
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self.agent.direction = 1
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elif x < self.agent.rect.x:
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self.agent.direction = 2
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elif y < self.agent.rect.y:
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self.agent.direction = 3
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if self.agent.direction==0:
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print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.x_change += TILE_SIZE
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elif self.agent.direction==1:
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print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.y_change += TILE_SIZE
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elif self.agent.direction==2:
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print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.x_change -= TILE_SIZE
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elif self.agent.direction==3:
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print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.y_change -= TILE_SIZE
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self.agent.rotate()
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self.update()
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self.map()
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print("Polozenie agenta: agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
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self.clock.tick(2)
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def map(self): # tworzenie mapy
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self.clock.tick(FRAMERATE)
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Binary file not shown.
Before Width: | Height: | Size: 12 KiB |
@ -1,29 +0,0 @@
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import pygame
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from config import *
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class Unknown_mob(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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self.game = game
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self.groups = self.game.all_sprites, self.game.unknown_mobs
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.y = y * TILE_SIZE
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self.width = TILE_SIZE
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self.height = TILE_SIZE
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self.UNKNOWN_MOB_IMG = pygame.image.load("./pozostale_zdjecia/dragon.jpg")
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self.UKNOWN_MOB = pygame.transform.scale(self.UNKNOWN_MOB_IMG,(64,64))
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self.image = pygame.Surface([self.width, self.height])
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self.image.blit(self.UKNOWN_MOB, (0,0))
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self.image.set_colorkey((0, 0, 0))
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self.rect = self.image.get_rect()
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self.rect.x = self.x
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self.rect.y = self.y
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self.level = 1
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self.damage = 50*self.level
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