from config import * import queue class Bfs(): def __init__(self,game): self.game = game self.wall_cells = [] self.enemy_cells = [] def heuristic(a,b): return abs(a[0]-b[0])+abs(a[1]-b[1]) def bfs(self,goal_cell): print("x: ", self.game.agent.rect.x, "y: ", self.game.agent.rect.y) visited = set() q = queue.Queue() start_position = self.get_cell_number(self.game.agent.rect.x,self.game.agent.rect.y) q.put(start_position) parent = {} while not q.empty(): # główna pętla current_pos = q.get() visited.add(current_pos) if current_pos == goal_cell: print("Osiągnięto cel, konstruowanie drogi") path = [] while current_pos != start_position: path.append(current_pos) current_pos = parent[current_pos] path.append(start_position) return path[::-1] for successor in self.succesors(current_pos): if successor not in visited: q.put(successor) parent[successor] = current_pos print("Nieznaleziono drogi") return None def get_cell_number(self,x, y): #zamienia koordynaty na numer kratki cell_number = None cell_number =(x // TILE_SIZE) + (ROWS * (( y// TILE_SIZE))) return cell_number def get_possible_moves(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 // ROWS if (cell_row_number - 1 < 0): return None else: return (cell_number - ROWS) def get_right_cell(self,cell_number): cell_column_number = cell_number % ROWS if (cell_column_number + 1 >= ROWS): return None else: return (cell_number + 1) def get_down_cell(self,cell_number): cell_row_number = cell_number // ROWS if (cell_row_number + 1 >= ROWS): return None else: return (cell_number + ROWS) def get_left_cell(self,cell_number): cell_column_number = cell_number % ROWS if (cell_column_number - 1 < 0): return None else: return (cell_number - 1) def verify_move(self,from_cell, to_cell): #sprawdzenie czy ruch jest poprawny czyt. czy następna kratka to przeszkoda lub mob if (to_cell in self.wall_cells or to_cell in self.enemy_cells): return False if(from_cell + 1 == to_cell): return True if(from_cell - 1 == to_cell): return True if(from_cell - ROWS == to_cell): return True if(from_cell + ROWS == to_cell): return True return False def get_coordinates(self,cell_to_move): #zamienia numer kratki na koordynaty cell_row_number = cell_to_move // ROWS cell_column_number = cell_to_move % ROWS y = cell_row_number * TILE_SIZE x = cell_column_number * TILE_SIZE return x, y def succesors(self,current_pos): possible_moves = self.get_possible_moves(current_pos) valid_moves = [] for move in possible_moves: if self.verify_move(current_pos,move) == True: valid_moves.append(move) return valid_moves