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genetic_te
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d8ad5b7fb0 |
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__pycache__/astar.cpython-39.pyc
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__pycache__/astar.cpython-39.pyc
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__pycache__/genetic.cpython-39.pyc
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__pycache__/genetic.cpython-39.pyc
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__pycache__/nn.cpython-39.pyc
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__pycache__/nn.cpython-39.pyc
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genetic.py
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genetic.py
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@ -0,0 +1,52 @@
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# wygenerowanie populacji polozenia mobow na mapie - Archer, Infantry, Flower, Rocks, Grass, Blank
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# Fitness
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# Crossover
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# Mutation
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import random
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import pygame
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TILE_SIZE = 64
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TYPES = ['A', 'I', "F", 'R', 'G', 'B']
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MAP_TILES_LIST = list()
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population = list()
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max_population = 168 - 1
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population_size = 50
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class Genetic():
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def generate_population():
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if population_size > 168:
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print("GENETIC: Podana populacja przekracza limit miejsc na mapie")
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pygame.quit()
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for i in range(155):
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MAP_TILES_LIST.append(i)
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random.shuffle(MAP_TILES_LIST)
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if 14 in MAP_TILES_LIST:
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MAP_TILES_LIST.remove(14)
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if 131 in MAP_TILES_LIST:
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MAP_TILES_LIST.remove(131)
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for i in range(population_size):
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tile = MAP_TILES_LIST.pop()
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type = random.choice(TYPES)
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object = (tile,type)
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population.append(object)
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if type == 'A':
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TYPES.remove('A')
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if type == 'I':
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TYPES.remove('I')
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print(population)
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return population
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def get_cell_x_y_cord(x,y):
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cell_x = x // TILE_SIZE
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cell_y = y // TILE_SIZE
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return cell_x, cell_y
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68
main.py
68
main.py
@ -7,6 +7,7 @@ from mobs import *
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from bfs import *
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from bfs import *
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from nn import *
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from nn import *
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from astar import *
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from astar import *
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from genetic import *
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class Game:
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class Game:
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@ -29,6 +30,7 @@ class Game:
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self.bfs = Bfs(self)
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self.bfs = Bfs(self)
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self.nn = NeuralN()
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self.nn = NeuralN()
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self.astar = Astar(self)
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self.astar = Astar(self)
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self.genetic = Genetic()
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self.cell_costs = [[1 for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
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self.cell_costs = [[1 for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
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self.obstacles = [[False for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
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self.obstacles = [[False for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
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@ -49,27 +51,41 @@ class Game:
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self.little_rock_sprites = pygame.sprite.LayeredUpdates()
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self.little_rock_sprites = pygame.sprite.LayeredUpdates()
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self.agent = Agent(self,1,1)
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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.obstacles[10][10] = True
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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.obstacles[10][4] = True
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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.sauron = Sauron(self, 1, 10)
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self.sauron = Sauron(self, 1, 10)
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self.obstacles[1][10] = True
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self.obstacles[1][10] = True
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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.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.list_object = list()
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self.list_object = Genetic.generate_population()
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l = len(self.list_object)
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while l > 0:
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obj = self.list_object.pop()
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x,y = self.bfs.get_coordinates(obj[0])
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cell_x, cell_y = Genetic.get_cell_x_y_cord(x,y)
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l=l-1
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if obj[1] == 'A':
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self.archer_ork = Archer_ork(self,cell_x,cell_y)
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self.obstacles[cell_x][cell_y] = True
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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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if obj[1] == 'I':
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self.infantry_ork = Infantry_ork(self,cell_x,cell_y)
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self.obstacles[cell_x][cell_y] = True
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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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if obj[1] == 'F':
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self.flower = Health_flower(self,cell_x,cell_y)
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if obj[1] == 'R':
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self.rock = Rocks(self,cell_x,cell_y)
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self.obstacles[cell_x][cell_y] = True
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self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
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if obj[1] == 'G':
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self.grass = Grass(self,cell_x,cell_y)
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self.cell_costs[cell_x][cell_y] = 5
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if obj[1] == 'B':
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continue
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for y in range (2,5):
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for x in range (2):
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self.grass = Grass(self,x,y)
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self.cell_costs[x][y] = 5
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for y in range(5):
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self.rock = Rocks(self,3,y)
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self.obstacles[3][y] = True
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self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
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def update(self):
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def update(self):
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@ -92,6 +108,14 @@ class Game:
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mouse_presses = pygame.mouse.get_pressed()
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mouse_presses = pygame.mouse.get_pressed()
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if mouse_presses[0]:
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if mouse_presses[0]:
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gx = self.archer_ork.x
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gy = self.archer_ork.y
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a_cell_x, a_cell_y = Genetic.get_cell_x_y_cord(gx,gy)
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gx2 = self.infantry_ork.x
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gy2 = self.infantry_ork.y
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i_cell_x, i_cell_y = Genetic.get_cell_x_y_cord(gx2,gy2)
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x = self.sauron.x
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x = self.sauron.x
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y = self.sauron.y
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y = self.sauron.y
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goal = x//TILE_SIZE,y//TILE_SIZE
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goal = x//TILE_SIZE,y//TILE_SIZE
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@ -100,8 +124,8 @@ class Game:
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prediction = "SAURON"
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prediction = "SAURON"
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while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać
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while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać
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if prediction == "SAURON" and self.agent.level < 3:
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if prediction == "SAURON" and self.agent.level < 3:
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x = self.archer_ork.x
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x = self.archer_ork.x,
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y = self.archer_ork.y
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y = self.archer_ork.y,
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goal = x//TILE_SIZE,y//TILE_SIZE
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.archer_ork.image_path
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mob_image = self.archer_ork.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = self.prediction_road(x,y,mob_image)
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@ -111,7 +135,7 @@ class Game:
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self.move_agent(self.astar.a_star(goal))
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self.move_agent(self.astar.a_star(goal))
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elif prediction == "ORK_INFANTRY":
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elif prediction == "ORK_INFANTRY":
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self.obstacles[10][4] = False
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self.obstacles[i_cell_x][i_cell_y] = False
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self.move_agent(self.astar.a_star(goal))
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self.move_agent(self.astar.a_star(goal))
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if self.agent.current_health < self.agent.max_health:
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if self.agent.current_health < self.agent.max_health:
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goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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@ -123,13 +147,13 @@ class Game:
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prediction = self.prediction_road(x,y,mob_image)
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prediction = self.prediction_road(x,y,mob_image)
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prediction = "SAURON"
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prediction = "SAURON"
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elif prediction == "ORK_ARCHER":
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elif prediction == "ORK_ARCHER":
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self.obstacles[10][10] = False
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self.obstacles[a_cell_x][a_cell_y] = False
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self.move_agent(self.astar.a_star(goal))
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self.move_agent(self.astar.a_star(goal))
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if self.agent.current_health < self.agent.max_health:
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if self.agent.current_health < self.agent.max_health:
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goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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self.move_agent(self.astar.a_star(goal))
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self.move_agent(self.astar.a_star(goal))
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x = self.infantry_ork.x
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x = self.infantry_ork.x,
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y = self.infantry_ork.y
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y = self.infantry_ork.y,
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goal = x//TILE_SIZE,y//TILE_SIZE
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.infantry_ork.image_path
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mob_image = self.infantry_ork.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = self.prediction_road(x,y,mob_image)
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