Improvement on code + path creation
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74
AI_brain/genetic_algorytm.py
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74
AI_brain/genetic_algorytm.py
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@ -0,0 +1,74 @@
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import random
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import configparser
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import math
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from domain.entities.entity import Entity
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config = configparser.ConfigParser()
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config.read("config.ini")
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from domain.world import World
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from AI_brain.rotate_and_go_aStar import RotateAndGoAStar, State
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steps_distance_cashed = {}
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class Path:
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def __init__(self):
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self.walk = []
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self.distance = 0
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def random_walk(self, dusts: list[Entity]):
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random_permutation = generate_random_permutation(len(dusts))
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self.walk = addStopsForStopStation(
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random_permutation, config.getint("CONSTANT", "BananaFilling")
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)
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def calculate_distance(self, world: World):
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distance = 0
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for i in range(len(self.walk) - 1):
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distance += self.step_distance(self.walk[i], self.walk[i + 1], world)
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self.distance = distance
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def step_distance(self, from_id: int, to_id: int, world: World) -> int:
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if (from_id, to_id) in steps_distance_cashed:
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return steps_distance_cashed[(from_id, to_id)]
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path_searcher = RotateAndGoAStar(
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world,
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self.getPosition(from_id, world.dustList, world.doc_station),
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self.getPosition(to_id, world.dustList, world.doc_station),
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)
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path_searcher.search()
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number_of_go = path_searcher.number_of_moves_forward()
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steps_distance_cashed[(from_id, to_id)] = path_searcher.cost
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steps_distance_cashed[(to_id, from_id)] = path_searcher.cost
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return path_searcher.cost
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def getPosition(self, number: int, dusts: list[Entity], station: Entity) -> State:
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if number == -1:
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return State(station.x, station.y)
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return State(dusts[number].x, dusts[number].y)
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def generate_random_permutation(n):
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# Create a list of numbers from 1 to n
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numbers = list(range(0, n))
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# Shuffle the list using the random.shuffle function
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random.shuffle(numbers)
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return numbers
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def addStopsForStopStation(permutation: list[int], bananaFilling: int):
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frequency = math.ceil(100 / bananaFilling)
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numer_of_stops = math.ceil(len(permutation) / frequency)
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for i in range(1, numer_of_stops):
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permutation.insert((frequency + 1) * i - 1, -1)
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permutation.insert(len(permutation), -1)
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return permutation
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@ -3,12 +3,11 @@ from domain.world import World
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class State:
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class State:
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def __init__(self, x, y, direction=(1, 0), entity=None):
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def __init__(self, x: int, y: int, direction=(1, 0), entity=None):
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.direction = direction
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self.direction = direction
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def __hash__(self):
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def __hash__(self):
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return hash((self.x, self.y))
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return hash((self.x, self.y))
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@ -19,7 +18,7 @@ class State:
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and self.direction == other.direction
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and self.direction == other.direction
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)
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)
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def heuristic(self, goal_state):
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def heuristic(self, goal_state) -> int:
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return abs(self.x - goal_state.x) + abs(self.y - goal_state.y)
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return abs(self.x - goal_state.x) + abs(self.y - goal_state.y)
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@ -53,19 +52,19 @@ class RotateAndGoAStar:
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self.enqueued_states = set()
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self.enqueued_states = set()
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self.explored = set()
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self.explored = set()
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self.actions = []
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self.actions = []
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self.cost = 0
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def get_g_score(self, state):
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def get_g_score(self, state) -> int:
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return self.world.get_cost(state.x, state.y)
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return self.world.get_cost(state.x, state.y)
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def search(self):
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def search(self):
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heapq.heappush(
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heapq.heappush(self.fringe, Node(self.start_state, 0, self.goal_state))
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self.fringe, Node(self.start_state, 0, self.goal_state)
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)
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while self.fringe:
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while self.fringe:
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elem = heapq.heappop(self.fringe)
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elem: Node = heapq.heappop(self.fringe)
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if self.is_goal(elem.state):
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if self.is_goal(elem.state):
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self.actions = action_sequence(elem)
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self.actions = action_sequence(elem)
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self.cost = elem.g_score
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return True
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return True
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self.explored.add(elem.state)
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self.explored.add(elem.state)
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@ -73,7 +72,7 @@ class RotateAndGoAStar:
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if state in self.explored:
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if state in self.explored:
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continue
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continue
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new_g_score = new_g_score = elem.g_score + self.world.get_cost(state.x, state.y)
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new_g_score = elem.g_score + self.world.get_cost(state.x, state.y)
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if state not in self.enqueued_states:
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if state not in self.enqueued_states:
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next_node = Node(state, new_g_score, self.goal_state)
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next_node = Node(state, new_g_score, self.goal_state)
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next_node.action = action
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next_node.action = action
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@ -84,8 +83,8 @@ class RotateAndGoAStar:
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for node in self.fringe:
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for node in self.fringe:
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if node.state == state:
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if node.state == state:
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node.g_score = new_g_score
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node.g_score = new_g_score
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node.f_score = (
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node.f_score = new_g_score + node.state.heuristic(
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new_g_score + node.state.heuristic(self.goal_state)
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self.goal_state
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)
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)
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node.parent = elem
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node.parent = elem
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node.action = action
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node.action = action
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@ -102,12 +101,12 @@ class RotateAndGoAStar:
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next_x = state.x + state.direction[0]
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next_x = state.x + state.direction[0]
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next_y = state.y + state.direction[1]
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next_y = state.y + state.direction[1]
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if self.world.accepted_move(next_x, next_y):
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if self.world.accepted_move(next_x, next_y):
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new_successors.append(
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new_successors.append(("GO", State(next_x, next_y, state.direction)))
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("GO", State(next_x, next_y, state.direction))
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)
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return new_successors
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return new_successors
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def is_goal(self, state: State) -> bool:
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def is_goal(self, state: State) -> bool:
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return (
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return state.x == self.goal_state.x and state.y == self.goal_state.y
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state.x == self.goal_state.x
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and state.y == self.goal_state.y )
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def number_of_moves_forward(self) -> int:
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go_count = self.actions.count("GO")
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return go_count
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@ -4,9 +4,14 @@ movement = robot
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#accept: human, robot
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#accept: human, robot
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[CONSTANT]
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[CONSTANT]
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NumberOfBananas = 10
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NumberOfBananas = 5
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NumberOfEarrings = 3
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NumberOfEarrings = 3
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NumberOfPlants = 5
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NumberOfPlants = 5
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BananaFilling = 25
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[NEURAL_NETWORK]
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[NEURAL_NETWORK]
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is_neural_network_off = True
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is_neural_network_off = True
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[AI_BRAIN]
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mode = full_clean
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#accept: full_clean, to_station
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@ -21,12 +21,12 @@ class VacuumMoveCommand(Command):
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if not self.world.accepted_move(end_x, end_y):
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if not self.world.accepted_move(end_x, end_y):
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return
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return
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tmp = self.world.is_garbage_at(end_x, end_y)
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garbage = self.world.garbage_at(end_x, end_y)
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if len(tmp) > 0:
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if len(garbage) > 0:
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for t in tmp:
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for item in garbage:
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if self.vacuum.get_container_filling() < 100:
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if self.vacuum.get_container_filling() < 100:
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self.vacuum.increase_container_filling()
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self.vacuum.increase_container_filling()
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self.world.dust[end_x][end_y].remove(t)
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self.world.delete_entities_at_Of_type(item.x, item.y, item.type)
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if self.world.is_docking_station_at(end_x, end_y):
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if self.world.is_docking_station_at(end_x, end_y):
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self.vacuum.dump_trash()
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self.vacuum.dump_trash()
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@ -1,5 +1,9 @@
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from domain.entities.entity import Entity
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from domain.entities.entity import Entity
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from domain.world import World
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from domain.world import World
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import configparser
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config = configparser.ConfigParser()
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config.read("config.ini")
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class Vacuum(Entity):
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class Vacuum(Entity):
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@ -11,7 +15,7 @@ class Vacuum(Entity):
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self.container_filling = 0
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self.container_filling = 0
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def increase_container_filling(self) -> None:
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def increase_container_filling(self) -> None:
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self.container_filling += 5
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self.container_filling += config.getint("CONSTANT", "BananaFilling")
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def dump_trash(self) -> None:
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def dump_trash(self) -> None:
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self.container_filling = 0
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self.container_filling = 0
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@ -8,7 +8,9 @@ class World:
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self.width = width
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self.width = width
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self.height = height
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self.height = height
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self.dust = [[[] for j in range(height)] for i in range(width)]
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self.dust = [[[] for j in range(height)] for i in range(width)]
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self.dustList = []
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self.obstacles = [[[] for j in range(height)] for i in range(width)]
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self.obstacles = [[[] for j in range(height)] for i in range(width)]
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self.entity = [[[] for j in range(height)] for i in range(width)]
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self.vacuum = None
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self.vacuum = None
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self.cat = None
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self.cat = None
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@ -19,8 +21,10 @@ class World:
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self.doc_station = entity
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self.doc_station = entity
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elif entity.type == "PEEL":
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elif entity.type == "PEEL":
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self.dust[entity.x][entity.y].append(entity)
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self.dust[entity.x][entity.y].append(entity)
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self.dustList.append(Entity(entity.x, entity.y, "PEEL"))
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elif entity.type == "EARRING":
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elif entity.type == "EARRING":
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self.dust[entity.x][entity.y].append(entity)
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self.dust[entity.x][entity.y].append(entity)
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self.dustList.append(Entity(entity.x, entity.y, "EARRING"))
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elif entity.type == "VACUUM":
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elif entity.type == "VACUUM":
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self.vacuum = entity
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self.vacuum = entity
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elif entity.type == "CAT":
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elif entity.type == "CAT":
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@ -29,10 +33,27 @@ class World:
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else:
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else:
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self.obstacles[entity.x][entity.y].append(entity)
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self.obstacles[entity.x][entity.y].append(entity)
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self.entity[entity.x][entity.y].append(entity)
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def is_entity_at(
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self,
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x: int,
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y: int,
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) -> bool:
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if len(self.entity[x][y]) > 0:
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return True
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return False
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def delete_entities_at_Of_type(self, x: int, y: int, type: str):
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entities = self.entity[x][y]
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for entity in entities:
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if entity.type == type:
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entities.remove(entity)
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def is_obstacle_at(self, x: int, y: int) -> bool:
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def is_obstacle_at(self, x: int, y: int) -> bool:
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return bool(self.obstacles[x][y])
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return bool(self.obstacles[x][y])
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def is_garbage_at(self, x: int, y: int):
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def garbage_at(self, x: int, y: int) -> list[Entity]:
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if len(self.dust[x][y]) == 0:
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if len(self.dust[x][y]) == 0:
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return []
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return []
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return [i for i in self.dust[x][y] if evaluate([i.properties])[0] == 1]
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return [i for i in self.dust[x][y] if evaluate([i.properties])[0] == 1]
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@ -54,5 +75,5 @@ class World:
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return True
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return True
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def get_cost(self, x, y):
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def get_cost(self, x, y) -> float:
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return self.costs[x][y]
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return self.costs[x][y]
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42
main.py
42
main.py
@ -16,6 +16,7 @@ from domain.entities.earring import Earring
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from domain.entities.docking_station import Doc_Station
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from domain.entities.docking_station import Doc_Station
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from domain.world import World
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from domain.world import World
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from view.renderer import Renderer
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from view.renderer import Renderer
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from AI_brain.genetic_algorytm import Path
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if not config.getboolean("NEURAL_NETWORK", "is_neural_network_off"):
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if not config.getboolean("NEURAL_NETWORK", "is_neural_network_off"):
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from AI_brain.image_recognition import VacuumRecognizer
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from AI_brain.image_recognition import VacuumRecognizer
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@ -52,24 +53,38 @@ class Main:
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def run_robot(self):
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def run_robot(self):
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self.renderer.render(self.world)
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self.renderer.render(self.world)
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# path_searcher = GoAnyDirectionBFS(self.world, start_state, end_state)
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# path_searcher = RotateAndGoBFS(self.world, start_state, end_state)
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if config["AI_BRAIN"]["mode"] == "to_station":
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start_state = State(self.world.vacuum.x, self.world.vacuum.y)
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start_state = State(self.world.vacuum.x, self.world.vacuum.y)
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end_state = State(self.world.doc_station.x, self.world.doc_station.y)
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end_state = State(self.world.doc_station.x, self.world.doc_station.y)
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# path_searcher = GoAnyDirectionBFS(self.world, start_state, end_state)
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# path_searcher = RotateAndGoBFS(self.world, start_state, end_state)
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path_searcher = RotateAndGoAStar(self.world, start_state, end_state)
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path_searcher = RotateAndGoAStar(self.world, start_state, end_state)
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if not path_searcher.search():
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if not path_searcher.search():
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print("No solution")
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print("No solution")
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exit(0)
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exit(0)
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print(path_searcher.actions)
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print(path_searcher.cost)
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elif config["AI_BRAIN"]["mode"] == "full_clean":
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x = Path()
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x.random_walk(self.world.dustList)
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x.calculate_distance(self.world)
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print(x.walk)
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print(x.distance)
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exit(0)
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else:
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print("Wrong mode")
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exit(0)
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path_searcher.actions.reverse()
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while self.running:
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while self.running:
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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self.running = False
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self.running = False
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if len(path_searcher.actions) > 0:
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if len(path_searcher.actions) > 0:
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action_direction = path_searcher.actions.pop()
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action_direction = path_searcher.actions.pop(0)
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# self.handle_action1(action_direction)
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# self.handle_action1(action_direction)
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self.handle_action2(action_direction)
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self.handle_action2(action_direction)
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@ -148,15 +163,14 @@ class Main:
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def generate_world(tiles_x: int, tiles_y: int) -> World:
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def generate_world(tiles_x: int, tiles_y: int) -> World:
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if config.getboolean("NEURAL_NETWORK", "is_neural_network_off"):
|
if config.getboolean("NEURAL_NETWORK", "is_neural_network_off"):
|
||||||
world = World(tiles_x, tiles_y)
|
world = World(tiles_x, tiles_y)
|
||||||
for _ in range(config.getint("CONSTANT", "NumberOfBananas")):
|
|
||||||
temp_x = randint(0, tiles_x - 1)
|
|
||||||
temp_y = randint(0, tiles_y - 1)
|
|
||||||
world.add_entity(Garbage(temp_x, temp_y))
|
|
||||||
world.vacuum = Vacuum(1, 1)
|
world.vacuum = Vacuum(1, 1)
|
||||||
world.doc_station = Doc_Station(9, 8)
|
world.doc_station = Doc_Station(9, 8)
|
||||||
if config.getboolean("APP", "cat"):
|
if config.getboolean("APP", "cat"):
|
||||||
world.cat = Cat(7, 8)
|
world.cat = Cat(7, 8)
|
||||||
world.add_entity(world.cat)
|
world.add_entity(world.cat)
|
||||||
|
|
||||||
|
world.add_entity(world.doc_station)
|
||||||
|
world.add_entity(world.vacuum)
|
||||||
world.add_entity(Entity(2, 8, "PLANT1"))
|
world.add_entity(Entity(2, 8, "PLANT1"))
|
||||||
world.add_entity(Entity(4, 1, "PLANT1"))
|
world.add_entity(Entity(4, 1, "PLANT1"))
|
||||||
world.add_entity(Entity(3, 4, "PLANT2"))
|
world.add_entity(Entity(3, 4, "PLANT2"))
|
||||||
@ -165,6 +179,16 @@ def generate_world(tiles_x: int, tiles_y: int) -> World:
|
|||||||
world.add_entity(Earring(9, 7))
|
world.add_entity(Earring(9, 7))
|
||||||
world.add_entity(Earring(5, 5))
|
world.add_entity(Earring(5, 5))
|
||||||
world.add_entity(Earring(4, 6))
|
world.add_entity(Earring(4, 6))
|
||||||
|
|
||||||
|
for _ in range(config.getint("CONSTANT", "NumberOfBananas")):
|
||||||
|
temp_x = randint(0, tiles_x - 1)
|
||||||
|
temp_y = randint(0, tiles_y - 1)
|
||||||
|
|
||||||
|
while world.is_entity_at(temp_x, temp_y):
|
||||||
|
temp_x = randint(0, tiles_x - 1)
|
||||||
|
temp_y = randint(0, tiles_y - 1)
|
||||||
|
|
||||||
|
world.add_entity(Garbage(temp_x, temp_y))
|
||||||
else:
|
else:
|
||||||
|
|
||||||
def world_adder(x, y, object, style=None):
|
def world_adder(x, y, object, style=None):
|
||||||
@ -207,7 +231,7 @@ def generate_world(tiles_x: int, tiles_y: int) -> World:
|
|||||||
|
|
||||||
for x in range(world.width):
|
for x in range(world.width):
|
||||||
for y in range(world.height):
|
for y in range(world.height):
|
||||||
if world.is_garbage_at(x, y):
|
if world.garbage_at(x, y):
|
||||||
world.costs[x][y] = 1
|
world.costs[x][y] = 1
|
||||||
else:
|
else:
|
||||||
world.costs[x][y] = 10
|
world.costs[x][y] = 10
|
||||||
|
@ -115,16 +115,8 @@ class Renderer:
|
|||||||
self.render_board()
|
self.render_board()
|
||||||
for x in range(world.width):
|
for x in range(world.width):
|
||||||
for y in range(world.height):
|
for y in range(world.height):
|
||||||
for entity in world.dust[x][y]:
|
for entity in world.entity[x][y]:
|
||||||
self.draw_entity(entity)
|
self.draw_entity(entity)
|
||||||
for x in range(world.width):
|
|
||||||
for y in range(world.height):
|
|
||||||
for entity in world.obstacles[x][y]:
|
|
||||||
self.draw_entity(entity)
|
|
||||||
self.draw_entity(world.vacuum)
|
|
||||||
self.draw_entity(world.doc_station)
|
|
||||||
if config.getboolean("APP", "cat"):
|
|
||||||
self.draw_entity(world.cat)
|
|
||||||
pygame.display.update()
|
pygame.display.update()
|
||||||
|
|
||||||
def line(self, x_1, y_1, x_2, y_2, color=None):
|
def line(self, x_1, y_1, x_2, y_2, color=None):
|
||||||
|
Loading…
Reference in New Issue
Block a user