05.05 v.1: A*
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.vscode/launch.json
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19
.vscode/launch.json
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Python: Current File",
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"type": "python",
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"request": "launch",
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"program": "${file}",
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"console": "integratedTerminal",
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"justMyCode": true,
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"cwd": "${fileDirname}"
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}
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]
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}
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72
src/Field.py
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72
src/Field.py
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@ -0,0 +1,72 @@
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class Field:
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Nodes = []
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FieldSizeX = 0
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FieldSizeY = 0
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def __getitem__(self, pos):
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X, Y = pos
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return self.Nodes[X][Y].Type
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def __setitem__(self, pos, value):
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X, Y = pos
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self.Nodes[X][Y].Type = value
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def __init__(self, tilemap):
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self.FieldSizeX = len(tilemap) - 1
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self.FieldSizeY = len(tilemap[0]) - 1
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if(tilemap != []):
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for x in range(0, self.FieldSizeX + 1):
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self.Nodes.append([])
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for y in range(0, self.FieldSizeY + 1):
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node = Node(x, y, tilemap[x][y])
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self.Nodes[x].append(node)
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def PrintField(self):
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for x in range(len(self.Nodes)):
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print()
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for y in range(len(self.Nodes[0])):
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print(self.Nodes[x][y].Type, end=' ')
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def Neighbors(field, pos):
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x, y, dir = pos
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neighbors = []
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if(x == 11):
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x = 11
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if(x > 0 and field[x - 1, y] != TREE and dir == 3):
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neighbors.append((x - 1, y, dir))
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if(y > 0 and field[x, y - 1] != TREE and dir == 0):
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neighbors.append((x, y - 1, dir))
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if(x < field.FieldSizeX and field[x + 1, y] != TREE and dir == 1):
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neighbors.append((x+1, y, dir))
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if(y < field.FieldSizeY and field[x, y+1] != TREE and dir == 2):
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neighbors.append((x, y+1, dir))
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neighbors.append((x, y, (dir + 1) % 4))
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if(dir == 0):
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neighbors.append((x, y, 3))
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else:
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neighbors.append((x, y, dir - 1))
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return neighbors
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class Node:
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X = 0
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Y = 0
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Type = None
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def __init__(self, X, Y, Type):
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self.X = X
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self.Y = Y
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self.Type = Type
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SHORT = 1
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TALL = 80
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TREE = 100
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BIN
src/__pycache__/Bee.cpython-310.pyc
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BIN
src/__pycache__/Bee.cpython-310.pyc
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Binary file not shown.
BIN
src/__pycache__/Beehive.cpython-310.pyc
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BIN
src/__pycache__/Beehive.cpython-310.pyc
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Binary file not shown.
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src/__pycache__/Field.cpython-310.pyc
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BIN
src/__pycache__/Field.cpython-310.pyc
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Binary file not shown.
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src/__pycache__/Flower.cpython-310.pyc
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src/__pycache__/Flower.cpython-310.pyc
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src/__pycache__/Frames.cpython-310.pyc
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src/__pycache__/Frames.cpython-310.pyc
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172
src/main.py
172
src/main.py
@ -3,7 +3,9 @@ import random
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import Flower
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import Beehive
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import Frames
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from Field import Field, Neighbors
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from queue import Queue
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import heapq as h
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white = (255, 255, 255)
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@ -23,11 +25,18 @@ pygame.display.set_icon(setIcon)
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### tilemap
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SHORT = 0
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TALL = 1
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TREE = 10
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SHORT = 1
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TALL = 80
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TREE = 100
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BEE = pygame.image.load('spritesNtiles/bee64.png')
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Directions = {
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0 : 'north',
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1 : 'east',
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2 : 'south',
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3 : 'west'
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}
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tiles = {
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SHORT: pygame.image.load('spritesNtiles/shortGrass64.png'),
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TALL: pygame.image.load('spritesNtiles/tallGrass64.png'),
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@ -49,8 +58,10 @@ tilemap = [
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[SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT],
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]
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tilemapSizeY = 12
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tilemapSizeX = 15
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tilemapSizeX = 12
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tilemapSizeY = 15
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tileSize = 64
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###
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@ -78,57 +89,76 @@ dis = pygame.display.set_mode((disX, disY))
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clock = pygame.time.Clock()
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#position of the bee and pos changings
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bee_x = 1
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bee_y = 0
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bee_x = 2
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bee_y = 1
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bee_dir = 'west'
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# tall grass counter
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tall_grass_counter = 0
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def createGraph(tilemap):
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graph = {}
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for y in range(tilemapSizeY):
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for x in range(tilemapSizeX):
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if tilemap[y][x] != TREE:
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node = {}
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if y > 0 and tilemap[y-1][x] != TREE:
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node[(x,y-1)] = 1
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if y < tilemapSizeY-1 and tilemap[y+1][x] != TREE:
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node[(x,y+1)] = 1
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if x > 0 and tilemap[y][x-1] != TREE:
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node[(x-1,y)] = 1
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if x < tilemapSizeX-1 and tilemap[y][x+1] != TREE:
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node[(x+1,y)] = 1
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graph[(x,y)] = node
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return graph
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field = Field(tilemap)
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def Manhattan_dis(start, end):
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start_x, start_y = start
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end_x, end_y = end
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return abs(start_x - end_x) + abs(start_y - end_y)
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graph = createGraph(tilemap)
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def bfs(graph, start, end):
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queue = [(start, [start])]
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visited = set()
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while queue:
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(node, path) = queue.pop(0)
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if node == end:
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def Make_path(start, end, previos):
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path = [end]
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while start not in path:
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path.append(previos[path[-1]])
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path.reverse()
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return path
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if node not in visited:
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visited.add(node)
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for neighbor in graph[node]:
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if neighbor not in visited and neighbor not in path and tilemap[neighbor[1]][neighbor[0]] != TREE:
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queue.append((neighbor, path + [neighbor]))
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return None
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def A_star(field, start, end):
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open = []
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previous = {}
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closed = set()
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checked = set()
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now = (0, start)
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h.heappush(open, (0, start))
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while len(open) > 0:
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now = h.heappop(open)
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if now[1] in closed:
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continue
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if now[1][0:2] == end:
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path = Make_path(start, now[1], previous)
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return path
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closed.add(now[1])
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checked.add(now[1][0:2])
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for x in Neighbors(field, now[1]):
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if x not in closed and x not in checked:
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previous[x] = now[1]
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if now[1][0:2] != x[0:2]:
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added_cost = field[x[0], x[1]] + Manhattan_dis(x[0:2], end)
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else : added_cost = 0
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h.heappush(open, (now[0] + added_cost, x))
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checked.add(x)
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while True:
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random_x = random.randint(0, tilemapSizeX-2)
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random_y = random.randint(0, tilemapSizeY-2)
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if(field[random_x, random_y] != TREE):
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break
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random_x = random.randint(0, tilemapSizeX-1)
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random_y = random.randint(0, tilemapSizeY-1)
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print(random_x, random_y)
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path = bfs(graph, (bee_x, bee_y), (random_x, random_y))
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# set starting node to first node in path
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path_A_star = A_star(field, (bee_x, bee_y, 3), (random_x, random_y))
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check_path_A = []
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for x in path_A_star:
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if x[0:2] not in check_path_A:
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check_path_A.append(x[0:2])
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print(check_path_A)
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path = path_A_star
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current_node = 0
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step = 1
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while True:
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# check for events
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@ -137,49 +167,15 @@ while True:
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pygame.quit()
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quit()
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# get next node in path if bee has reached current node
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if bee_x == path[current_node][0] and bee_y == path[current_node][1]:
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current_node += 1
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if current_node >= len(path):
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current_node = 0
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bee_x, bee_y, bee_dir = path[current_node]
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# move bee towards next node in path
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next_node = path[current_node]
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if bee_x < next_node[0]:
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bee_x += 1
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bee_dir = 'east'
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print(bee_x, bee_y)
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elif bee_x > next_node[0]:
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bee_x -= 1
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bee_dir = 'west'
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print(bee_x, bee_y)
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elif bee_y < next_node[1]:
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bee_y += 1
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bee_dir = 'south'
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print(bee_x, bee_y)
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elif bee_y > next_node[1]:
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bee_y -= 1
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bee_dir = 'north'
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print(bee_x, bee_y)
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# check for collision with the screen edges
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if bee_x < 0:
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bee_x = 0
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bee_dir = 'east'
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elif bee_x >= tilemapSizeX:
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bee_x = tilemapSizeX - 1
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bee_dir = 'west'
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elif bee_y < 0:
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bee_y = 0
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bee_dir = 'south'
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elif bee_y >= tilemapSizeY:
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bee_y = tilemapSizeY - 1
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bee_dir = 'north'
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bee_dir = Directions[bee_dir]
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# render the bee and the tilemap
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dis.fill(white)
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for y in range(tilemapSizeY):
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for x in range(tilemapSizeX):
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tile = tilemap[y][x]
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for y in range(tilemapSizeY):
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tile = tilemap[x][y]
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dis.blit(tiles[tile], (x * tileSize, y * tileSize))
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# rotate and render the bee
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@ -195,5 +191,13 @@ while True:
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dis.blit(bee_image, (bee_x * tileSize, bee_y * tileSize))
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pygame.display.update()
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clock.tick(1)
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clock.tick(5)
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if(current_node + 1 == len(path)):
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step *= -1
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if(step == -1 and current_node == 0):
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step *= -1
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current_node += step
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## setitem, bfs
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