Podział na pliki, jednostki domów i wysypiska, klasa agenta, nowe tilesy
This commit is contained in:
parent
42e9eb9e8b
commit
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27
res/map.txt
27
res/map.txt
@ -1,13 +1,14 @@
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LRRRRRRRRRRRRRRRRR---R---
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---R------R------R---RRR-
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---R------R------R---R---
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RRRR------RRRRRRRRRRRR---
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R--R-------------R-------
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R--RRRRRRRRRRRRRRRH------
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R--R---R---R-----R-------
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R--R---R---R-----RRRRRRR-
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R--R-------------R-------
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R--R-----R----R--R-------
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R--R-----R----R--R-------
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RRRRRRRRRRRRRRRRRRRRRRR--
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-------------------------
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MP------------------------
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ORRRRRRRRRRRRRRRRRR---R---
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SZ--R------R------R---RRR-
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----R------R------R---R---
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-RRRR------RRRRRRRRRRRR---
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-R--R-------------R-------
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-R--RRRRRRRRRRRRRRRH------
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-R--R---R---RH----R-------
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-R--R---R---RH----RRRRRRR-
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-R--R-------H-----R-------
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-R--R-----R----R--R-------
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-R--R-----R----R--R-------
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-RRRRRRRRRRRRRRRRRRRRRRR--
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--------------------------
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res/tiles.png
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res/tiles.png
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6
src/agent.py
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6
src/agent.py
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class Agent:
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def __init__(self):
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graph = []
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def inform(self, coordinate_set):
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pass
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194
src/main.py
194
src/main.py
@ -1,191 +1,7 @@
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from pathlib import Path
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import pygame as pg
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from random import randint
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from simulation import *
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from agent import *
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class Entity:
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def __init__(self, state, position, tile):
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self.state = state
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self.position = position
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self.tile = tile
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def move(self, move_vector):
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raise NotImplementedError()
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class Agent(Entity):
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def move(self, move_vector):
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proposed_pos = self.position + move_vector
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move_valid = True
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if proposed_pos != self.state.landfill_pos and proposed_pos not in self.state.roads_pos:
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move_valid = False
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if proposed_pos.x < 0 or proposed_pos.x >= self.state.world_limits.x:
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move_valid = False
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if proposed_pos.y < 0 or proposed_pos.y >= self.state.world_limits.y:
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move_valid = False
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if move_valid:
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self.position = proposed_pos
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class SimulationState:
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def __init__(self):
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self.landfill_pos = []
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self.roads_pos = []
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self.houses_pos = []
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map_path = Path("../res/map.txt")
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with open(map_path, "r") as map_file:
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map_data = map_file.readlines()
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max_x = len(map_data[0].replace('\n', ''))
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max_y = len(map_data)
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for y in range(0, max_y):
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for x in range(0, max_x):
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tile = map_data[y].replace('\n', '')[x]
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if tile == "L":
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self.landfill_pos.append(pg.Vector2(x, y))
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if tile == "R":
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self.roads_pos.append(pg.Vector2(x, y))
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if tile == "H":
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self.houses_pos.append(pg.Vector2(x, y))
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self.world_limits = pg.Vector2(max_x, max_y)
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self.entities = [Agent(self, self.landfill_pos[0], pg.Vector2(2, 0))]
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def update(self, move_agent):
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for entity in self.entities:
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entity.move(move_agent)
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class Layer:
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def __init__(self, sim, texture_file):
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self.sim = sim
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self.texture_atlas = pg.image.load(texture_file)
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def renderTile(self, surface, position, tile):
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# pozycja na ekranie
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sprite_pos = position.elementwise() * self.sim.cell_size
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# tekstura
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pos_in_atlas = tile.elementwise() * self.sim.cell_size
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texture = pg.Rect(int(pos_in_atlas.x),
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int(pos_in_atlas.y),
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self.sim.cell_size.x,
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self.sim.cell_size.y)
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# render
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surface.blit(self.texture_atlas, sprite_pos, texture)
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def render(self, surface):
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raise NotImplementedError()
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class EntityLayer(Layer):
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def __init__(self, sim, texture_file, simulation_state, entities):
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super().__init__(sim, texture_file)
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self.simulation_state = simulation_state
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self.entities = entities
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def render(self, surface):
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for entity in self.entities:
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self.renderTile(surface, entity.position, entity.tile)
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class StructureLayer(Layer):
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def __init__(self, sim, texture_file, simulation_state, structures_pos, tile):
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super().__init__(sim, texture_file)
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self.simulation_state = simulation_state
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self.structures_pos = structures_pos
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self.tile = tile
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def render(self, surface):
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for position in self.structures_pos:
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self.renderTile(surface, position, self.tile)
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class Interface:
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def __init__(self):
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pg.init()
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# stan symulacji
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self.simulation_state = SimulationState()
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self.move_agent = pg.Vector2(0, 0)
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# rendering
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self.cell_size = pg.Vector2(64, 64)
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texture_file = Path("../res/tiles.png")
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self.layers = [StructureLayer(self, texture_file, self.simulation_state, self.simulation_state.landfill_pos, pg.Vector2(3, 0)),
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StructureLayer(self, texture_file, self.simulation_state, self.simulation_state.roads_pos, pg.Vector2(0, 0)),
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StructureLayer(self, texture_file, self.simulation_state, self.simulation_state.houses_pos, pg.Vector2(1, 0)),
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EntityLayer(self, texture_file, self.simulation_state, self.simulation_state.entities)]
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# okno
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pg.display.set_caption("Inteligentna śmieciarka")
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window_size = self.simulation_state.world_limits.elementwise() * self.cell_size
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self.window = pg.display.set_mode((int(window_size.x), int(window_size.y)))
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self.simulation_state.world_limits.elementwise() * self.cell_size
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# dla pętli
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self.clock = pg.time.Clock()
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self.run_simulation = True
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self.debug_mode = False
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def processUserInput(self):
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self.move_agent = pg.Vector2(0, 0)
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for event in pg.event.get():
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if event.type == pg.QUIT:
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self.run_simulation = False
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break
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elif event.type == pg.KEYDOWN:
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if event.key == pg.K_ESCAPE:
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self.run_simulation = False
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break
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if event.key == pg.K_BACKQUOTE:
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self.debug_mode = not self.debug_mode
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if self.debug_mode:
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if event.key == pg.K_RIGHT:
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self.move_agent.x = 1
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if event.key == pg.K_LEFT:
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self.move_agent.x = -1
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if event.key == pg.K_DOWN:
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self.move_agent.y = 1
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if event.key == pg.K_UP:
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self.move_agent.y = -1
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def processSimulationInput(self):
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moves = [pg.Vector2(-1, 0), pg.Vector2(1, 0), pg.Vector2(0, -1), pg.Vector2(0, 1)]
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self.move_agent = moves[randint(0,3)]
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def update(self):
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self.simulation_state.update(self.move_agent)
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def render(self):
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if not self.debug_mode:
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self.window.fill((8, 68, 0))
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else:
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self.window.fill((68, 8, 0))
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for layer in self.layers:
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layer.render(self.window)
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pg.display.update()
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def loop(self):
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while self.run_simulation:
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self.processUserInput()
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if not self.debug_mode:
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self.processSimulationInput()
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self.update()
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self.render()
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self.clock.tick(24)
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pg.quit()
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simulation = Interface()
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if __name__ == "__main__":
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agent = Agent()
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simulation = Interface(agent)
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simulation.loop()
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src/simulation.py
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237
src/simulation.py
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from pathlib import Path
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import pygame as pg
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from random import randint
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ROAD_SPRITE = pg.Vector2(0, 0)
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HOUSE_WITHOUT_TRASH_SPRITE = pg.Vector2(1, 0)
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HOUSE_WITH_TRASH_SPRITE = pg.Vector2(1, 1)
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HOUSE_SPRITES = {0: HOUSE_WITHOUT_TRASH_SPRITE,
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1: HOUSE_WITH_TRASH_SPRITE}
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TRUCK_SPRITE = pg.Vector2(2, 0)
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PAPER_DUMP_SPRITE = pg.Vector2(3, 0)
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PLASTIC_DUMP_SPRITE = pg.Vector2(3, 1)
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GLASS_DUMP_SPRITE = pg.Vector2(3, 2)
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MIXED_DUMP_SPRITE = pg.Vector2(3, 3)
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DUMP_SPRITES = {'paper': PAPER_DUMP_SPRITE,
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'glass': GLASS_DUMP_SPRITE,
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'plastic': PLASTIC_DUMP_SPRITE,
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'mixed': MIXED_DUMP_SPRITE}
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class Entity:
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def __init__(self, state, position):
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self.state = state
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self.position = position
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class TruckEntity(Entity):
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def __init__(self, state, position):
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super().__init__(state, position)
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self.tile = TRUCK_SPRITE
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def move(self, move_vector):
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proposed_pos = self.position + move_vector
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move_valid = True
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if proposed_pos not in self.state.roads_pos:
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move_valid = False
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if proposed_pos.x < 0 or proposed_pos.x >= self.state.world_limits.x:
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move_valid = False
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if proposed_pos.y < 0 or proposed_pos.y >= self.state.world_limits.y:
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move_valid = False
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if move_valid:
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self.position = proposed_pos
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class HouseEntity(Entity):
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def __init__(self, state, position):
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super().__init__(state, position)
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self.tile = HOUSE_SPRITES[0]
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class DumpEntity(Entity):
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def __init__(self, state, position, trash_type):
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super().__init__(state, position)
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self.tile = DUMP_SPRITES[trash_type]
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class SimulationState:
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def __init__(self):
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self.roads_pos = []
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self.houses_pos = []
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self.entities = []
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map_path = Path("../res/map.txt")
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with open(map_path, "r") as map_file:
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map_data = map_file.readlines()
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max_x = len(map_data[0].replace('\n', ''))
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max_y = len(map_data)
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for y in range(0, max_y):
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for x in range(0, max_x):
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tile = map_data[y].replace('\n', '')[x]
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if tile == "O":
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self.truck_origin = pg.Vector2(x, y)
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self.entities.append(TruckEntity(self, self.truck_origin))
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self.roads_pos.append(pg.Vector2(x, y))
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if tile == "R":
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self.roads_pos.append(pg.Vector2(x, y))
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if tile == "H":
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self.houses_pos.append(pg.Vector2(x, y))
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self.entities.append(HouseEntity(self, pg.Vector2(x, y)))
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if tile == "M":
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self.paper_dump_pos = pg.Vector2(x, y)
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self.entities.append(DumpEntity(self, pg.Vector2(x, y), 'paper'))
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if tile == "P":
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self.plastic_dump_pos = pg.Vector2(x, y)
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self.entities.append(DumpEntity(self, pg.Vector2(x, y), 'plastic'))
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if tile == "S":
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self.glass_dump_pos = pg.Vector2(x, y)
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self.entities.append(DumpEntity(self, pg.Vector2(x, y), 'glass'))
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if tile == "Z":
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self.mixed_dump_pos = pg.Vector2(x, y)
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self.entities.append(DumpEntity(self, pg.Vector2(x, y), 'mixed'))
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self.world_limits = pg.Vector2(max_x, max_y)
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def update(self, move_agent):
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for entity in self.entities:
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if entity.__class__ is TruckEntity:
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entity.move(move_agent)
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break
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class Layer:
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def __init__(self, sim, texture_file):
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self.sim = sim
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self.texture_atlas = pg.image.load(texture_file)
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def renderTile(self, surface, position, tile):
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# pozycja na ekranie
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sprite_pos = position.elementwise() * self.sim.cell_size
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# tekstura
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pos_in_atlas = tile.elementwise() * self.sim.cell_size
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texture = pg.Rect(int(pos_in_atlas.x),
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int(pos_in_atlas.y),
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self.sim.cell_size.x,
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self.sim.cell_size.y)
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# render
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surface.blit(self.texture_atlas, sprite_pos, texture)
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def render(self, surface):
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raise NotImplementedError()
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class EntityLayer(Layer):
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def __init__(self, sim, texture_file, simulation_state, entities):
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super().__init__(sim, texture_file)
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self.simulation_state = simulation_state
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self.entities = entities
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def render(self, surface):
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for entity in self.entities:
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self.renderTile(surface, entity.position, entity.tile)
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class StructureLayer(Layer):
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def __init__(self, sim, texture_file, simulation_state, structures_pos, tile):
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super().__init__(sim, texture_file)
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self.simulation_state = simulation_state
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self.structures_pos = structures_pos
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self.tile = tile
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def render(self, surface):
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for position in self.structures_pos:
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self.renderTile(surface, position, self.tile)
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class Interface:
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def __init__(self, agent):
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pg.init()
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# autonomiczny agent
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self.agent = agent
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# stan symulacji
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self.simulation_state = SimulationState()
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self.move_agent = pg.Vector2(0, 0)
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# rendering
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self.cell_size = pg.Vector2(64, 64)
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texture_file = Path("../res/tiles.png")
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self.layers = [StructureLayer(self, texture_file, self.simulation_state,
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self.simulation_state.roads_pos, ROAD_SPRITE),
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EntityLayer(self, texture_file, self.simulation_state,
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self.simulation_state.entities)]
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# okno
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pg.display.set_caption("Inteligentna śmieciarka")
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window_size = self.simulation_state.world_limits.elementwise() * self.cell_size
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self.window = pg.display.set_mode((int(window_size.x), int(window_size.y)))
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self.simulation_state.world_limits.elementwise() * self.cell_size
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# dla pętli
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self.clock = pg.time.Clock()
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self.run_simulation = True
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self.debug_mode = False
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def processUserInput(self):
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self.move_agent = pg.Vector2(0, 0)
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for event in pg.event.get():
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if event.type == pg.QUIT:
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self.run_simulation = False
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break
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elif event.type == pg.KEYDOWN:
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if event.key == pg.K_ESCAPE:
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self.run_simulation = False
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break
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if event.key == pg.K_BACKQUOTE:
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self.debug_mode = not self.debug_mode
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if self.debug_mode:
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if event.key == pg.K_RIGHT:
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self.move_agent.x = 1
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if event.key == pg.K_LEFT:
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self.move_agent.x = -1
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if event.key == pg.K_DOWN:
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self.move_agent.y = 1
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if event.key == pg.K_UP:
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self.move_agent.y = -1
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def processAgentInput(self):
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moves = [pg.Vector2(-1, 0), pg.Vector2(1, 0), pg.Vector2(0, -1), pg.Vector2(0, 1)]
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self.move_agent = moves[randint(0, 3)]
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def update(self):
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self.simulation_state.update(self.move_agent)
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def render(self):
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if not self.debug_mode:
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self.window.fill((89, 183, 53))
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else:
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self.window.fill((180, 32, 42))
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for layer in self.layers:
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layer.render(self.window)
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pg.display.update()
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def loop(self):
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self.agent.inform(set())
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while self.run_simulation:
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self.processUserInput()
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if not self.debug_mode:
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self.processAgentInput()
|
||||
self.update()
|
||||
self.render()
|
||||
self.clock.tick(24)
|
||||
pg.quit()
|
Loading…
Reference in New Issue
Block a user