SztIn_gr.234798/field.py

506 lines
19 KiB
Python

import asyncio
import random
import time
from heapq import *
from enum import Enum, IntEnum
from queue import PriorityQueue
from collections import deque
from threading import Thread
from IC3 import tree
import pygame
pygame.init()
BLACK = (0, 0, 0)
WHITE = (200, 200, 200)
BLUE = (46, 34, 240)
WINDOW_DIMENSIONS = 900
BLOCK_SIZE = 60
ROCKS_NUMBER = 20
VEGETABLES_NUMBER = 20
VEGETABLES = ('Potato', 'Broccoli', 'Carrot', 'Onion')
BOARD_SIZE = int(WINDOW_DIMENSIONS / BLOCK_SIZE)
WATER_TANK_CAPACITY = 10
GAS_TANK_CAPACITY = 250
SPAWN_POINT = (0, 0)
SKLEP_POINT = (14, 14)
TIMEOUT = 1
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))
broccoli_image = pygame.transform.scale(pygame.image.load("images/broccoli.png"), (BLOCK_SIZE, BLOCK_SIZE))
onion_image = pygame.transform.scale(pygame.image.load("images/onion.png"), (BLOCK_SIZE, BLOCK_SIZE))
gas_station_image = pygame.transform.scale(pygame.image.load("images/gas_station.png"), (BLOCK_SIZE, BLOCK_SIZE))
gas_station_closed_image = pygame.transform.scale(pygame.image.load("images/gas_station_closed.png"), (BLOCK_SIZE, BLOCK_SIZE))
sklep_station_image = pygame.transform.scale(pygame.image.load("images/storage_open.png"), (BLOCK_SIZE, BLOCK_SIZE))
sklep_closed_station_image = pygame.transform.scale(pygame.image.load("images/storage_closed.png"),
(BLOCK_SIZE, BLOCK_SIZE))
font = pygame.font.Font('freesansbold.ttf', BLOCK_SIZE // 2)
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):
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, Direction.RIGHT) if click[0] else False
def draw_interface():
def returnFun():
for y, row in enumerate(grid.grid):
for x, col in enumerate(row):
if grid.grid[tractor.x][tractor.y] in vegetables:
if tractor.collected_vegetables[grid.grid[tractor.x][tractor.y]] < 5:
tractor.collected_vegetables[grid.grid[tractor.x][tractor.y]] += 1
grid.remove_object(tractor.x, tractor.y)
else:
print("tractor storage is full")
return
if (tractor.x, tractor.y) == SPAWN_POINT:
tractor.water = WATER_TANK_CAPACITY
tractor.gas = GAS_TANK_CAPACITY
if (tractor.x, tractor.y) == SKLEP_POINT:
tractor.collected_vegetables = {vegetables.POTATO: 0, vegetables.BROCCOLI: 0, vegetables.CARROT: 0,
vegetables.ONION: 0}
global sc
sc = pygame.display.set_mode((WINDOW_DIMENSIONS, WINDOW_DIMENSIONS))
pygame.display.set_caption("Pole i ciągnik")
pygame.display.set_icon(pygame.image.load("images/icon.png"))
sc.fill(BLACK)
(x, y) = SPAWN_POINT
tractor = Tractor(x, y, Direction.RIGHT)
grid = Grid(BOARD_SIZE, BOARD_SIZE, BLOCK_SIZE)
graph1 = Graph(grid)
t2 = Thread(target=close_open, args=(grid,))
t2.setDaemon(True)
t2.start()
fl_running = True
while fl_running:
draw_grid()
# 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:
tractor.rot_center(Direction.LEFT)
elif event.key == pygame.K_RIGHT:
tractor.rot_center(Direction.RIGHT)
elif event.key == pygame.K_UP:
tractor.move(grid=grid)
elif event.key == pygame.K_RETURN:
returnFun()
elif event.type == pygame.MOUSEBUTTONDOWN:
startpoint = (tractor.x, tractor.y, tractor.direction)
endpoint = get_click_mouse_pos()
decisionTree(startpoint, endpoint, tractor, grid, graph1)
# a, c = graph1.a_star(startpoint, endpoint)
# b = getRoad(startpoint, c, a)
# movement(tractor, grid, b)
updateDisplay(tractor, grid)
# graph1.initialize_graph(grid)
class Direction(IntEnum):
UP = 0
RIGHT = 1
DOWN = 2
LEFT = 3
class vegetables(Enum):
POTATO = 3
BROCCOLI = 4
CARROT = 5
ONION = 6
class types(Enum):
EMPTY = 0
ROCK = 1
POTATO = 3
BROCCOLI = 4
CARROT = 5
ONION = 6
class Grid:
def __init__(self, width, height, block_size):
self.width = width
self.height = height
self.block_size = block_size
self.grid = [[types.EMPTY for col in range(BOARD_SIZE)] for row in range(BOARD_SIZE)]
self.initialize_grid()
self.is_gas_station_closed = False
self.is_storage_closed = False
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
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):
# for direction in Direction:
# self.graph[(x, y, direction)] = get_next_nodes(x, y, direction, grid)
def a_star(self, start, goal, grid: Grid):
# not finished yet https://www.youtube.com/watch?v=abHftC1GU6w
queue = PriorityQueue()
queue.put((0, start))
cost_visited = {start: 0}
visited = {start: None}
returnGoal = goal
h = lambda start, goal: abs(start[0] - goal[0]) + abs(
start[1] - goal[1]) # heuristic function (manhattan distance)
while not queue.empty():
cur_cost, cur_node = queue.get()
if cur_node[0] == goal[0] and cur_node[1] == goal[1]:
returnGoal = cur_node
break
next_nodes = get_next_nodes(cur_node[0], cur_node[1], cur_node[2], grid)
for next_node in next_nodes:
neigh_cost, neigh_node = next_node
new_cost = cost_visited[cur_node] + neigh_cost + h(neigh_node, goal)
if neigh_node not in cost_visited or new_cost < cost_visited[neigh_node]:
queue.put((new_cost, neigh_node))
cost_visited[neigh_node] = new_cost - h(neigh_node, goal)
visited[neigh_node] = cur_node
# print(visited, returnGoal)
return visited, returnGoal
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 = Direction(((int(self.direction) + int(direc)) % 4))
self.gas -= 1
# print(self.direction)
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 -= 12
else:
self.gas -= 2
return
def get_next_nodes(x, y, direction: Direction, grid: Grid):
check_next_node = lambda x, y: True if 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE else False
way = [0, -1] if direction == Direction.UP else [1, 0] if direction == Direction.RIGHT else [0,
1] if direction == Direction.DOWN else [
-1, 0]
next_nodes = []
for new_direction in Direction:
if new_direction != direction:
if (new_direction - direction != 2) and (new_direction - direction != -2):
next_nodes.append((1, (x, y, new_direction)))
else:
if check_next_node(x + way[0], y + way[1]):
if grid.grid[x + way[0]][y + way[1]] == types.ROCK:
# print(x, y, "to", x + way[0], y + way[1], 'costs 5')
next_nodes.append((12, (x + way[0], y + way[1], new_direction)))
else:
next_nodes.append((2, (x + way[0], y + way[1], new_direction)))
# print(x,y, direction, next_nodes, '\n')
return next_nodes
def movement(tractor: Tractor, grid: Grid, road):
n = len(road)
for i in range(n - 1):
aA = road[i]
bB = road[i + 1]
if aA[0] != bB[0]:
tractor.move(grid=grid)
if aA[1] != bB[1]:
tractor.move(grid=grid)
if aA[2] != bB[2]:
if (bB[2].value - aA[2].value == 1) or (bB[2].value - aA[2].value == -3):
tractor.rot_center(Direction.RIGHT)
else:
tractor.rot_center(Direction.LEFT)
updateDisplay(tractor, grid)
def getCost(tractor: Tractor, grid: Grid, road):
n = len(road)
cost = 0
for i in range(n - 1):
aA = road[i]
bB = road[i + 1]
if aA[0] != bB[0]:
if grid.grid[bB[0]][bB[1]] == types.ROCK:
cost += 12
else:
cost += 2
if aA[1] != bB[1]:
if grid.grid[bB[0]][bB[1]] == types.ROCK:
cost += 12
else:
cost += 2
if aA[2] != bB[2]:
if (bB[2].value - aA[2].value == 1) or (bB[2].value - aA[2].value == -3):
cost += 1
else:
cost += 1
return cost
def getRoad(start, goal, visited):
arr = []
aFrom = goal
while aFrom != start:
arr.append(aFrom)
aFrom = visited[aFrom]
arr.append(start)
brr = arr[::-1]
# print(brr)
return brr
def updateDisplay(tractor: Tractor, grid: Grid):
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))
if grid.is_storage_closed:
sc.blit(sklep_closed_station_image, (SKLEP_POINT[0] * BLOCK_SIZE, SKLEP_POINT[1] * BLOCK_SIZE))
else:
sc.blit(sklep_station_image, (SKLEP_POINT[0] * BLOCK_SIZE, SKLEP_POINT[1] * BLOCK_SIZE))
if grid.is_gas_station_closed:
sc.blit(gas_station_closed_image, (SPAWN_POINT[0] * BLOCK_SIZE, SPAWN_POINT[1] * BLOCK_SIZE))
else:
sc.blit(gas_station_image, (SPAWN_POINT[0] * BLOCK_SIZE, SPAWN_POINT[1] * BLOCK_SIZE))
# region text
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)
gas_text = font.render('Gas tank: ' + str(tractor.gas), True, WHITE, BLACK)
gas_textrect = gas_text.get_rect()
gas_textrect.center = (WINDOW_DIMENSIONS // 4 * 3.5, 20)
sc.blit(gas_text, gas_textrect)
# endregion
sc.blit(tractor.image, (tractor.x * BLOCK_SIZE + 5, tractor.y * BLOCK_SIZE + 5))
pygame.display.update()
pygame.time.Clock().tick(60)
def decisionTree(startpoint, endpoint, tractor, grid, graph1):
one = "can it get to the next point"
two = "will it be able to get to the gas station"
three = "will it be able to get to the gas station after arriving at the next point"
four = "will it be able to take the next vegetable to the tractor storage"
five = "will it be able to get to the vegetable warehouse"
six = "will it be able to get to the gas station after it arrives at the vegetable warehouse"
seven = "is the vegetable warehouse closed"
eight = "is the gas station closed"
arr = []
arr.append(one)
arr.append(two)
arr.append(three)
arr.append(four)
arr.append(five)
arr.append(six)
arr.append(seven)
arr.append(eight)
a1, c1 = graph1.a_star(startpoint, endpoint, grid)
b1 = getRoad(startpoint, c1, a1)
cost1 = getCost(tractor, grid, b1)
a2, c2 = graph1.a_star(startpoint, (SPAWN_POINT[0], SPAWN_POINT[1], Direction.RIGHT), grid)
b2 = getRoad(startpoint, c2, a2)
cost2 = getCost(tractor, grid, b2)
a3, c3 = graph1.a_star(startpoint, (SKLEP_POINT[0], SKLEP_POINT[1], Direction.RIGHT), grid)
b3 = getRoad(startpoint, c3, a3)
cost3 = getCost(tractor, grid, b3)
a4, c4 = graph1.a_star(c1, (SPAWN_POINT[0], SPAWN_POINT[1], Direction.RIGHT), grid)
b4 = getRoad(c1, c4, a4)
cost4 = getCost(tractor, grid, b4)
a5, c5 = graph1.a_star(c3, (SPAWN_POINT[0], SPAWN_POINT[1], Direction.RIGHT), grid)
b5 = getRoad(c3, c5, a5)
cost5 = getCost(tractor, grid, b5)
if tractor.gas - cost1 > 0:
can_it_get_to_the_next_point = 1
else:
can_it_get_to_the_next_point = 0
if tractor.gas - cost2 > 0:
will_it_be_able_to_get_to_the_gas_station = 1
else:
will_it_be_able_to_get_to_the_gas_station = 0
if tractor.gas - cost1 - cost4 > 0:
will_it_be_able_to_get_to_the_gas_station_after_arriving_at_the_next_point = 1
else:
will_it_be_able_to_get_to_the_gas_station_after_arriving_at_the_next_point = 0
if grid.grid[endpoint[0]][endpoint[1]] in vegetables:
if tractor.collected_vegetables[grid.grid[endpoint[0]][endpoint[1]]] < 5:
will_it_be_able_to_take_the_next_vegetable_to_the_tractor_storage = 1
else:
will_it_be_able_to_take_the_next_vegetable_to_the_tractor_storage = 0
else:
will_it_be_able_to_take_the_next_vegetable_to_the_tractor_storage = 1
if tractor.gas - cost3 > 0:
will_it_be_able_to_get_to_the_vegetable_warehouse = 1
else:
will_it_be_able_to_get_to_the_vegetable_warehouse = 0
if tractor.gas - cost3 - cost5 > 0:
will_it_be_able_to_get_to_the_gas_station_after_it_arrives_at_the_vegetable_warehouse = 1
else:
will_it_be_able_to_get_to_the_gas_station_after_it_arrives_at_the_vegetable_warehouse = 0
is_the_vegetable_warehouse_closed = grid.is_storage_closed
is_the_gas_station_closed = grid.is_gas_station_closed
brr = []
brr.append(can_it_get_to_the_next_point)
brr.append(will_it_be_able_to_get_to_the_gas_station)
brr.append(will_it_be_able_to_get_to_the_gas_station_after_arriving_at_the_next_point)
brr.append(will_it_be_able_to_take_the_next_vegetable_to_the_tractor_storage)
brr.append(will_it_be_able_to_get_to_the_vegetable_warehouse)
brr.append(will_it_be_able_to_get_to_the_gas_station_after_it_arrives_at_the_vegetable_warehouse)
brr.append(is_the_vegetable_warehouse_closed)
brr.append(is_the_gas_station_closed)
def predict(tree):
if not isinstance(tree, dict):
return tree
else:
root_node = next(iter(tree))
feature_value = brr[arr.index(root_node)]
if feature_value in tree[root_node]:
return predict(tree[root_node][feature_value])
else:
return None
decision = predict(tree)
print(decision)
if decision == 1:
movement(tractor, grid, b1)
if decision == 2:
movement(tractor, grid, b2)
if decision == 3:
movement(tractor, grid, b3)
if decision == 4:
print("waiting")
if decision == 5:
print("GAME OVER")
def close_open(grid: Grid):
while True:
time.sleep(TIMEOUT)
grid.is_gas_station_closed = bool(random.getrandbits(1))
grid.is_storage_closed = bool(random.getrandbits(1))