class structures added, added pathfinding algorythm

This commit is contained in:
s473603 2023-04-21 12:04:27 +02:00
parent cc69987645
commit 8b88053ecb
4 changed files with 272 additions and 134 deletions

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@ -2,7 +2,7 @@
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="jdk" jdkName="Python 3.9" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.10" project-jdk-type="Python SDK" />
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9" project-jdk-type="Python SDK" />
</project>

94
dijkstra_example_yt.py Normal file
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@ -0,0 +1,94 @@
import pygame as pg
from heapq import *
#https://www.youtube.com/watch?v=abHftC1GU6w
def get_circle(x, y):
return (x * TILE + TILE // 2, y * TILE + TILE // 2), TILE // 4
def get_rect(x, y):
return x * TILE + 1, y * TILE + 1, TILE - 2, TILE - 2
def get_next_nodes(x, y):
check_next_node = lambda x, y: True if 0 <= x < cols and 0 <= y < rows else False
ways = [-1, 0], [0, -1], [1, 0], [0, 1]
return [(grid[y + dy][x + dx], (x + dx, y + dy)) for dx, dy in ways if check_next_node(x + dx, y + dy)]
cols, rows = 23, 13
TILE = 70
pg.init()
sc = pg.display.set_mode([cols * TILE, rows * TILE])
clock = pg.time.Clock()
# grid
grid = ['22222222222222222222212',
'22222292222911112244412',
'22444422211112911444412',
'24444444212777771444912',
'24444444219777771244112',
'92444444212777791192144',
'22229444212777779111144',
'11111112212777772771122',
'27722211112777772771244',
'27722777712222772221244',
'22292777711144429221244',
'22922777222144422211944',
'22222777229111111119222']
grid = [[int(char) for char in string ] for string in grid]
# dict of adjacency lists
graph = {}
for y, row in enumerate(grid):
for x, col in enumerate(row):
graph[(x, y)] = graph.get((x, y), []) + get_next_nodes(x, y)
# BFS settings
start = (0, 7)
goal = (22, 7)
queue = []
heappush(queue, (0, start))
cost_visited = {start: 0}
visited = {start: None}
bg = pg.image.load('images/field_image.png').convert()
bg = pg.transform.scale(bg, (cols * TILE, rows * TILE))
while True:
# fill screen
sc.blit(bg, (0, 0))
# draw BFS work
[pg.draw.rect(sc, pg.Color('forestgreen'), get_rect(x, y), 1) for x, y in visited]
[pg.draw.rect(sc, pg.Color('darkslategray'), get_rect(*xy)) for _, xy in queue]
pg.draw.circle(sc, pg.Color('purple'), *get_circle(*goal))
# Dijkstra logic
if queue:
cur_cost, cur_node = heappop(queue)
if cur_node == goal:
queue = []
continue
next_nodes = graph[cur_node]
for next_node in next_nodes:
neigh_cost, neigh_node = next_node
new_cost = cost_visited[cur_node] + neigh_cost
if neigh_node not in cost_visited or new_cost < cost_visited[neigh_node]:
heappush(queue, (new_cost, neigh_node))
cost_visited[neigh_node] = new_cost
visited[neigh_node] = cur_node
# draw path
path_head, path_segment = cur_node, cur_node
while path_segment:
pg.draw.circle(sc, pg.Color('brown'), *get_circle(*path_segment))
path_segment = visited[path_segment]
pg.draw.circle(sc, pg.Color('blue'), *get_circle(*start))
pg.draw.circle(sc, pg.Color('magenta'), *get_circle(*path_head))
# pygame necessary lines
[exit() for event in pg.event.get() if event.type == pg.QUIT]
pg.display.flip()
clock.tick(7)

308
field.py
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@ -1,5 +1,7 @@
import random
from enum import Enum
from heapq import *
from enum import Enum, IntEnum
from collections import deque
import pygame
@ -18,43 +20,25 @@ GAS_TANK_CAPACITY = 100
SPAWN_POINT = (0, 0)
def generate_locations(number, flag=False, rocks=[]):
locations = []
if flag:
for i in range(number):
x = random.randrange(0, BOARD_SIZE)
y = random.randrange(0, BOARD_SIZE)
if (x, y) not in rocks and (x, y, 'Potato') not in locations and (x, y, 'Broccoli') not in locations and (
x, y, 'Carrot') not in locations and (x, y, 'Onion') not in locations:
locations.append((x, y, VEGETABLES[random.randrange(0, len(VEGETABLES))]))
else:
i -= 1
return locations
else:
for i in range(number):
x = random.randrange(0, BOARD_SIZE - 1)
y = random.randrange(0, BOARD_SIZE - 1)
if (x, y) not in locations and (x, y) != (0, 0):
locations.append((x, y))
else:
i -= 1
return locations
def draw_grid():
# Set the size of the grid block
wei = pygame.transform.scale(pygame.image.load("images/wet_earth_tile.jpg"), (BLOCK_SIZE, BLOCK_SIZE))
dei = pygame.transform.scale(pygame.image.load("images/dry_earth_tile.jpg"), (BLOCK_SIZE, BLOCK_SIZE))
for x in range(0, BOARD_SIZE):
for y in range(0, BOARD_SIZE):
if (x, y) in wet_tiles_coordinates:
sc.blit(wei, (x * BLOCK_SIZE, y * BLOCK_SIZE))
else:
sc.blit(dei, (x * BLOCK_SIZE, y * BLOCK_SIZE))
sc.blit(wei, (x * BLOCK_SIZE, y * BLOCK_SIZE))
rect = pygame.Rect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
pygame.draw.rect(sc, WHITE, rect, 1)
def get_click_mouse_pos():
x, y = pygame.mouse.get_pos()
grid_x, grid_y = x // BLOCK_SIZE, y // BLOCK_SIZE
pygame.draw.rect(sc, BLUE, (grid_x * BLOCK_SIZE, grid_y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE), 1)
click = pygame.mouse.get_pressed()
return (grid_x, grid_y) if click[0] else False
def draw_interface():
global sc
sc = pygame.display.set_mode((WINDOW_DIMENSIONS, WINDOW_DIMENSIONS))
@ -67,7 +51,7 @@ def draw_interface():
# region Images import
# bg = pygame.image.load("images/field_image.jpg")
tractor_image= pygame.transform.scale(pygame.image.load("images/tractor_image.png"), (BLOCK_SIZE, BLOCK_SIZE))
tractor_image = pygame.transform.scale(pygame.image.load("images/tractor_image.png"), (BLOCK_SIZE, BLOCK_SIZE))
rock_image = pygame.transform.scale(pygame.image.load("images/rock_image.png"), (BLOCK_SIZE, BLOCK_SIZE))
potato_image = pygame.transform.scale(pygame.image.load("images/potato.png"), (BLOCK_SIZE, BLOCK_SIZE))
carrot_image = pygame.transform.scale(pygame.image.load("images/carrot.png"), (BLOCK_SIZE, BLOCK_SIZE))
@ -78,137 +62,96 @@ def draw_interface():
# endregion
(x, y) = SPAWN_POINT
tractor = Tractor(x, y, Direction.RIGHT)
rocks = generate_locations(ROCKS_NUMBER)
vegetables = generate_locations(VEGETABLES_NUMBER, flag=True, rocks=rocks)
water_left = WATER_TANK_CAPACITY
gas_left = GAS_TANK_CAPACITY
collected_vegetables = [0, 0, 0, 0]
global wet_tiles_coordinates
wet_tiles_coordinates = []
grid = Grid(BOARD_SIZE, BOARD_SIZE, BLOCK_SIZE)
fl_running = True
while fl_running:
draw_grid()
#region events
# region events
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
fl_running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if x > 0:
x -= 1
if (x - 1, y) not in rocks:
gas_left -= 1
else:
print('Rock')
gas_left -= 5
tractor.rot_center(Direction.LEFT)
elif event.key == pygame.K_RIGHT:
if x < BOARD_SIZE - 1:
x += 1
if (x + 1, y) not in rocks:
gas_left -= 1
else:
gas_left -= 5
print("Rock")
elif event.key == pygame.K_DOWN:
if y < BOARD_SIZE - 1:
y += 1
if (x, y + 1) not in rocks:
gas_left -= 1
else:
gas_left -= 5
print("Rock")
tractor.rot_center(Direction.RIGHT)
elif event.key == pygame.K_UP:
if y > 0:
y -= 1
if (x, y - 1) not in rocks:
gas_left -= 1
else:
gas_left -= 5
print("Rock")
elif event.key == pygame.K_SPACE:
if water_left >= 1:
water_left -= 1
wet_tiles_coordinates.append((x, y))
tractor.move(grid=grid)
elif event.key == pygame.K_RETURN:
for vegetable in vegetables:
if vegetable[0] == x and vegetable[1] == y:
if vegetable[2] == 'Potato':
print("Potato collected")
collected_vegetables[0] += 1
elif vegetable[2] == 'Broccoli':
print("Broccoli collected")
collected_vegetables[1] += 1
elif vegetable[2] == 'Carrot':
print("Carrot collected")
collected_vegetables[2] += 1
elif vegetable[2] == 'Onion':
print("Onion collected")
collected_vegetables[3] += 1
vegetables.remove(vegetable)
break
if (x, y) == SPAWN_POINT:
water_left = WATER_TANK_CAPACITY
gas_left = GAS_TANK_CAPACITY
for y, row in enumerate(grid.grid):
for x, col in enumerate(row):
if col in [item.value for item in vegetables] and (x, y) == (tractor.x, tractor.y):
tractor.collected_vegetables[vegetables(col)] += 1
grid.remove_object(x, y)
break
if (tractor.x, tractor.y) == SPAWN_POINT:
tractor.water = WATER_TANK_CAPACITY
tractor.gas = GAS_TANK_CAPACITY
#endregion
# endregion
for rock in rocks:
sc.blit(rock_image, (rock[0] * BLOCK_SIZE, rock[1] * BLOCK_SIZE))
for vegetable in vegetables:
if vegetable[2] == 'Potato':
sc.blit(potato_image, (vegetable[0] * BLOCK_SIZE + 5, vegetable[1] * BLOCK_SIZE + 5))
elif vegetable[2] == 'Carrot':
sc.blit(carrot_image, (vegetable[0] * BLOCK_SIZE + 5, vegetable[1] * BLOCK_SIZE + 5))
elif vegetable[2] == 'Broccoli':
sc.blit(broccoli_image, (vegetable[0] * BLOCK_SIZE + 5, vegetable[1] * BLOCK_SIZE + 5))
elif vegetable[2] == 'Onion':
sc.blit(onion_image, (vegetable[0] * BLOCK_SIZE + 5, vegetable[1] * BLOCK_SIZE + 5))
for y, row in enumerate(grid.grid):
for x, col in enumerate(row):
if grid.grid[x][y] == vegetables.POTATO:
sc.blit(potato_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
elif grid.grid[x][y] == vegetables.CARROT:
sc.blit(carrot_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
elif grid.grid[x][y] == vegetables.BROCCOLI:
sc.blit(broccoli_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
elif grid.grid[x][y] == vegetables.ONION:
sc.blit(onion_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
elif grid.grid[x][y] == types.ROCK:
sc.blit(rock_image, (x * BLOCK_SIZE, y * BLOCK_SIZE))
sc.blit(gas_station_image, (SPAWN_POINT[0] * BLOCK_SIZE, SPAWN_POINT[1] * BLOCK_SIZE))
# region text
vegetables_text = font.render('Potato: ' + str(collected_vegetables[0]) + ' Broccoli: ' + str(
collected_vegetables[1]) + ' Carrot: ' + str(collected_vegetables[2]) + ' Onion: ' + str(
collected_vegetables[3]), True, WHITE, BLACK)
vegetables_textRect = vegetables_text.get_rect()
vegetables_textRect.center = (WINDOW_DIMENSIONS // 2, WINDOW_DIMENSIONS - 30)
sc.blit(vegetables_text, vegetables_textRect)
vegetables_text = font.render(
'Potato: ' + str(tractor.collected_vegetables[vegetables.POTATO]) + ' Broccoli: ' + str(
tractor.collected_vegetables[vegetables.BROCCOLI]) + ' Carrot: ' + str(
tractor.collected_vegetables[vegetables.CARROT]) + ' Onion: ' + str(
tractor.collected_vegetables[vegetables.ONION]), True, WHITE, BLACK)
vegetables_textrect = vegetables_text.get_rect()
vegetables_textrect.center = (WINDOW_DIMENSIONS // 2, WINDOW_DIMENSIONS - 30)
sc.blit(vegetables_text, vegetables_textrect)
water_text = font.render('Waterd tank: ' + str(water_left), True, WHITE, BLACK)
water_textRect = water_text.get_rect()
water_textRect.center = (WINDOW_DIMENSIONS // 4, 20)
sc.blit(water_text, water_textRect)
gas_text = font.render('Gas tank: ' + str(gas_left), True, WHITE, BLACK)
gas_textRect = gas_text.get_rect()
gas_textRect.center = (WINDOW_DIMENSIONS // 4 * 3, 20)
sc.blit(gas_text, gas_textRect)
gas_text = font.render('Gas tank: ' + str(tractor.gas), True, WHITE, BLACK)
gas_textrect = gas_text.get_rect()
gas_textrect.center = (WINDOW_DIMENSIONS // 4 * 3, 20)
sc.blit(gas_text, gas_textrect)
# endregion
sc.blit(tractor_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
sc.blit(tractor.image, (tractor.x * BLOCK_SIZE + 5, tractor.y * BLOCK_SIZE + 5))
pygame.display.update()
clock.tick(FPS)
class types(Enum):
EMPTY = 0
ROCK = 1
TRACTOR = 2
class Direction(IntEnum):
UP = 0
RIGHT = 1
DOWN = 2
LEFT = 3
class vegetables(Enum):
POTATO = 3
BROCCOLI = 4
CARROT = 5
ONION = 6
class objectOnField:
def __init__(self, x, y, type):
self.x = x
self.y = y
self.type = type
class types(Enum):
EMPTY = 0
ROCK = 1
POTATO = 3
BROCCOLI = 4
CARROT = 5
ONION = 6
class Grid:
@ -216,9 +159,110 @@ class Grid:
self.width = width
self.height = height
self.block_size = block_size
self.grid = []
self.vegetables = []
self.rocks = []
self.tractor = None
self.wet_tiles = []
self.generate_grid()
self.grid = [[types.EMPTY for col in range(BOARD_SIZE)] for row in range(BOARD_SIZE)]
self.graph = {}
self.initialize_grid()
def add_object(self, x, y, type_of_object: types):
if self.grid[x][y] == types.EMPTY:
self.grid[x][y] = type_of_object
return True
else:
return False
def remove_object(self, x, y):
if self.grid[x][y] != types.EMPTY:
self.grid[x][y] = types.EMPTY
return True
else:
return False
def initialize_grid(self):
for i in range(VEGETABLES_NUMBER):
x, y = random.randrange(0, BOARD_SIZE), random.randrange(0, BOARD_SIZE)
if self.grid[x][y] == types.EMPTY and (x, y) != (0, 0):
self.add_object(x, y, random.choice(list(vegetables)))
else:
i -= 1
for i in range(ROCKS_NUMBER):
x, y = random.randrange(0, BOARD_SIZE - 1), random.randrange(0, BOARD_SIZE - 1)
if self.grid[x][y] == types.EMPTY and (x, y) != (0, 0):
self.add_object(x, y, types.ROCK)
else:
i -= 1
def get_next_nodes(self, x, y):
check_next_node = lambda x, y: True if 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE and (
self.grid[x][y] != types.ROCK) else False
ways = [-1, 0], [1, 0], [0, -1], [0, 1]
return [(x + dx, y + dy) for dx, dy in ways if check_next_node(x + dx, y + dy)]
class Graph:
def __init__(self, grid: Grid):
self.graph = {}
self.initialize_graph(grid)
def initialize_graph(self, grid: Grid):
for y, row in enumerate(grid.grid):
for x, col in enumerate(row):
if col != types.ROCK:
self.graph[(x, y)] = self.graph.get((x, y), []) + grid.get_next_nodes(x, y)
def dijkstra(self, start, goal):
#not finished yet https://www.youtube.com/watch?v=abHftC1GU6w
queue = []
heappush(queue, (0, start))
cost_visited = {start: 0}
visited = {start: None}
while queue:
cur_cost, cur_node = heappop(queue)
if cur_node == goal:
break
next_nodes = self.graph[cur_node]
for next_node in next_nodes:
neigh_cost, neigh_node = next_node
new_cost = cost_visited[cur_node] + neigh_cost
if neigh_node not in cost_visited or new_cost < cost_visited[neigh_node]:
heappush(queue, (new_cost, neigh_node))
cost_visited[neigh_node] = new_cost
visited[neigh_node] = cur_node
return visited
class Tractor:
def __init__(self, x, y, direction: Direction):
self.x = x
self.y = y
self.direction = direction
self.gas = GAS_TANK_CAPACITY
self.water = WATER_TANK_CAPACITY
self.collected_vegetables = {vegetables.POTATO: 0, vegetables.BROCCOLI: 0, vegetables.CARROT: 0,
vegetables.ONION: 0}
self.image = pygame.transform.scale(pygame.image.load("images/tractor_image.png"), (BLOCK_SIZE, BLOCK_SIZE))
def rot_center(self, direc: Direction):
self.image = pygame.transform.rotate(self.image, - int(direc) * 90)
self.direction = ((int(self.direction) + int(direc)) % 4)
return
def move(self, grid: Grid):
if self.direction == Direction.UP:
if self.y > 0:
self.y -= 1
elif self.direction == Direction.RIGHT:
if self.x < BOARD_SIZE - 1:
self.x += 1
elif self.direction == Direction.DOWN:
if self.y < BOARD_SIZE - 1:
self.y += 1
elif self.direction == Direction.LEFT:
if self.x > 0:
self.x -= 1
if grid.grid[self.x][self.y] == types.ROCK:
self.gas -= 5
else:
self.gas -= 1
return