343 lines
13 KiB
Python
343 lines
13 KiB
Python
import random
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import time
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from heapq import *
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from enum import Enum, IntEnum
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from queue import PriorityQueue
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from collections import deque
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import pygame
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pygame.init()
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BLACK = (0, 0, 0)
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WHITE = (200, 200, 200)
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BLUE = (46, 34, 240)
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WINDOW_DIMENSIONS = 900
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BLOCK_SIZE = 60
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ROCKS_NUMBER = 20
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VEGETABLES_NUMBER = 20
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VEGETABLES = ('Potato', 'Broccoli', 'Carrot', 'Onion')
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BOARD_SIZE = int(WINDOW_DIMENSIONS / BLOCK_SIZE)
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WATER_TANK_CAPACITY = 10
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GAS_TANK_CAPACITY = 250
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SPAWN_POINT = (0, 0)
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SKLEP_POINT = (14, 14)
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tractor_image = pygame.transform.scale(pygame.image.load("images/tractor_image.png"), (BLOCK_SIZE, BLOCK_SIZE))
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rock_image = pygame.transform.scale(pygame.image.load("images/rock_image.png"), (BLOCK_SIZE, BLOCK_SIZE))
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potato_image = pygame.transform.scale(pygame.image.load("images/potato.png"), (BLOCK_SIZE, BLOCK_SIZE))
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carrot_image = pygame.transform.scale(pygame.image.load("images/carrot.png"), (BLOCK_SIZE, BLOCK_SIZE))
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broccoli_image = pygame.transform.scale(pygame.image.load("images/broccoli.png"), (BLOCK_SIZE, BLOCK_SIZE))
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onion_image = pygame.transform.scale(pygame.image.load("images/onion.png"), (BLOCK_SIZE, BLOCK_SIZE))
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gas_station_image = pygame.transform.scale(pygame.image.load("images/gas_station.png"), (BLOCK_SIZE, BLOCK_SIZE))
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sklep_station_image = pygame.transform.scale(pygame.image.load("images/storage.png"), (BLOCK_SIZE, BLOCK_SIZE))
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font = pygame.font.Font('freesansbold.ttf', BLOCK_SIZE // 2)
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def draw_grid():
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# Set the size of the grid block
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wei = pygame.transform.scale(pygame.image.load("images/wet_earth_tile.jpg"), (BLOCK_SIZE, BLOCK_SIZE))
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dei = pygame.transform.scale(pygame.image.load("images/dry_earth_tile.jpg"), (BLOCK_SIZE, BLOCK_SIZE))
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for x in range(0, BOARD_SIZE):
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for y in range(0, BOARD_SIZE):
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sc.blit(wei, (x * BLOCK_SIZE, y * BLOCK_SIZE))
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rect = pygame.Rect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
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pygame.draw.rect(sc, WHITE, rect, 1)
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def get_click_mouse_pos():
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x, y = pygame.mouse.get_pos()
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grid_x, grid_y = x // BLOCK_SIZE, y // BLOCK_SIZE
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pygame.draw.rect(sc, BLUE, (grid_x * BLOCK_SIZE, grid_y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE), 1)
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click = pygame.mouse.get_pressed()
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return (grid_x, grid_y, Direction.RIGHT) if click[0] else False
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def draw_interface():
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def returnFun():
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for y, row in enumerate(grid.grid):
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for x, col in enumerate(row):
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if grid.grid[tractor.x][tractor.y] in vegetables:
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if tractor.collected_vegetables[grid.grid[tractor.x][tractor.y]] < 5:
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tractor.collected_vegetables[grid.grid[tractor.x][tractor.y]] += 1
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grid.remove_object(tractor.x, tractor.y)
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else:
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print("tractor storage is full")
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return
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if (tractor.x, tractor.y) == SPAWN_POINT:
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tractor.water = WATER_TANK_CAPACITY
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tractor.gas = GAS_TANK_CAPACITY
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if (tractor.x, tractor.y) == SKLEP_POINT:
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tractor.collected_vegetables = {vegetables.POTATO: 0, vegetables.BROCCOLI: 0, vegetables.CARROT: 0,
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vegetables.ONION: 0}
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global sc
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sc = pygame.display.set_mode((WINDOW_DIMENSIONS, WINDOW_DIMENSIONS))
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pygame.display.set_caption("Pole i ciągnik")
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pygame.display.set_icon(pygame.image.load("images/icon.png"))
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sc.fill(BLACK)
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(x, y) = SPAWN_POINT
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tractor = Tractor(x, y, Direction.RIGHT)
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grid = Grid(BOARD_SIZE, BOARD_SIZE, BLOCK_SIZE)
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graph1 = Graph(grid)
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graph1.initialize_graph(grid)
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fl_running = True
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while fl_running:
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draw_grid()
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# region events
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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fl_running = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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tractor.rot_center(Direction.LEFT)
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elif event.key == pygame.K_RIGHT:
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tractor.rot_center(Direction.RIGHT)
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elif event.key == pygame.K_UP:
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tractor.move(grid=grid)
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elif event.key == pygame.K_RETURN:
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returnFun()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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startpoint = (tractor.x, tractor.y, tractor.direction)
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endpoint = get_click_mouse_pos()
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a, c = graph1.a_star(startpoint, endpoint)
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b = getRoad(startpoint, c, a)
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movement(tractor, grid, b)
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updateDisplay(tractor, grid)
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class Direction(IntEnum):
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UP = 0
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RIGHT = 1
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DOWN = 2
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LEFT = 3
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class vegetables(Enum):
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POTATO = 3
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BROCCOLI = 4
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CARROT = 5
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ONION = 6
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class types(Enum):
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EMPTY = 0
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ROCK = 1
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POTATO = 3
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BROCCOLI = 4
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CARROT = 5
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ONION = 6
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class Grid:
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def __init__(self, width, height, block_size):
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self.width = width
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self.height = height
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self.block_size = block_size
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self.grid = [[types.EMPTY for col in range(BOARD_SIZE)] for row in range(BOARD_SIZE)]
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self.initialize_grid()
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def add_object(self, x, y, type_of_object: types):
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if self.grid[x][y] == types.EMPTY:
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self.grid[x][y] = type_of_object
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return True
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else:
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return False
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def remove_object(self, x, y):
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if self.grid[x][y] != types.EMPTY:
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self.grid[x][y] = types.EMPTY
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return True
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else:
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return False
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def initialize_grid(self):
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for i in range(VEGETABLES_NUMBER):
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x, y = random.randrange(0, BOARD_SIZE), random.randrange(0, BOARD_SIZE)
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if self.grid[x][y] == types.EMPTY and (x, y) != (0, 0):
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self.add_object(x, y, random.choice(list(vegetables)))
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else:
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i -= 1
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for i in range(ROCKS_NUMBER):
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x, y = random.randrange(0, BOARD_SIZE - 1), random.randrange(0, BOARD_SIZE - 1)
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if self.grid[x][y] == types.EMPTY and (x, y) != (0, 0):
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self.add_object(x, y, types.ROCK)
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else:
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i -= 1
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class Graph:
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def __init__(self, grid: Grid):
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self.graph = {}
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self.initialize_graph(grid)
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def initialize_graph(self, grid: Grid):
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for y, row in enumerate(grid.grid):
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for x, col in enumerate(row):
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for direction in Direction:
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self.graph[(x, y, direction)] = get_next_nodes(x, y, direction, grid)
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def a_star(self, start, goal):
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# not finished yet https://www.youtube.com/watch?v=abHftC1GU6w
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queue = PriorityQueue()
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queue.put((0, start))
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cost_visited = {start: 0}
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visited = {start: None}
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returnGoal = goal
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h = lambda start, goal: abs(start[0] - goal[0]) + abs(start[1] - goal[1]) #heuristic function (manhattan distance)
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while not queue.empty():
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cur_cost, cur_node = queue.get()
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if cur_node[0] == goal[0] and cur_node[1] == goal[1]:
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returnGoal=cur_node
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break
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next_nodes = self.graph[cur_node]
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for next_node in next_nodes:
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neigh_cost, neigh_node = next_node
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new_cost = cost_visited[cur_node] + neigh_cost + h(neigh_node, goal)
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if neigh_node not in cost_visited or new_cost < cost_visited[neigh_node]:
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queue.put((new_cost, neigh_node))
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cost_visited[neigh_node] = new_cost - h(neigh_node, goal)
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visited[neigh_node] = cur_node
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# print(visited, returnGoal)
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return visited, returnGoal
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class Tractor:
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def __init__(self, x, y, direction: Direction):
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self.x = x
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self.y = y
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self.direction = direction
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self.gas = GAS_TANK_CAPACITY
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self.water = WATER_TANK_CAPACITY
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self.collected_vegetables = {vegetables.POTATO: 0, vegetables.BROCCOLI: 0, vegetables.CARROT: 0,
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vegetables.ONION: 0}
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self.image = pygame.transform.scale(pygame.image.load("images/tractor_image.png"), (BLOCK_SIZE, BLOCK_SIZE))
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def rot_center(self, direc: Direction):
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self.image = pygame.transform.rotate(self.image, - int(direc) * 90)
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self.direction = Direction(((int(self.direction) + int(direc)) % 4))
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self.gas -= 1
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# print(self.direction)
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return
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def move(self, grid: Grid):
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if self.direction == Direction.UP:
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if self.y > 0:
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self.y -= 1
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elif self.direction == Direction.RIGHT:
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if self.x < BOARD_SIZE - 1:
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self.x += 1
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elif self.direction == Direction.DOWN:
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if self.y < BOARD_SIZE - 1:
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self.y += 1
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elif self.direction == Direction.LEFT:
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if self.x > 0:
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self.x -= 1
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if grid.grid[self.x][self.y] == types.ROCK:
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self.gas -= 12
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else:
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self.gas -= 2
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return
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def get_next_nodes(x, y, direction: Direction, grid: Grid):
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check_next_node = lambda x, y: True if 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE else False
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way = [0, -1] if direction == Direction.UP else [1, 0] if direction == Direction.RIGHT else [0, 1] if direction == Direction.DOWN else [-1, 0]
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next_nodes = []
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for new_direction in Direction:
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if new_direction != direction:
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if (new_direction - direction != 2) and (new_direction - direction != -2):
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next_nodes.append((1, (x, y, new_direction)))
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else:
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if check_next_node(x + way[0], y + way[1]):
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if grid.grid[x + way[0]][y + way[1]] == types.ROCK:
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# print(x, y, "to", x + way[0], y + way[1], 'costs 5')
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next_nodes.append((12, (x + way[0], y + way[1], new_direction)))
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else:
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next_nodes.append((2, (x + way[0], y + way[1], new_direction)))
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# print(x,y, direction, next_nodes, '\n')
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return next_nodes
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def movement(tractor: Tractor, grid: Grid, road):
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n = len(road)
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for i in range(n - 1):
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aA = road[i]
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bB = road[i + 1]
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if aA[0] != bB[0]:
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tractor.move(grid=grid)
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if aA[1] != bB[1]:
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tractor.move(grid=grid)
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if aA[2] != bB[2]:
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if (bB[2].value - aA[2].value == 1) or (bB[2].value - aA[2].value == -3):
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tractor.rot_center(Direction.RIGHT)
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else:
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tractor.rot_center(Direction.LEFT)
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updateDisplay(tractor, grid)
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def getRoad(start, goal, visited):
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arr = []
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aFrom = goal
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while aFrom != start:
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arr.append(aFrom)
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aFrom = visited[aFrom]
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arr.append(start)
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brr = arr[::-1]
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# print(brr)
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return brr
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def updateDisplay(tractor: Tractor, grid: Grid):
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for y, row in enumerate(grid.grid):
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for x, col in enumerate(row):
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if grid.grid[x][y] == vegetables.POTATO:
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sc.blit(potato_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
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elif grid.grid[x][y] == vegetables.CARROT:
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sc.blit(carrot_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
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elif grid.grid[x][y] == vegetables.BROCCOLI:
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sc.blit(broccoli_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
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elif grid.grid[x][y] == vegetables.ONION:
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sc.blit(onion_image, (x * BLOCK_SIZE + 5, y * BLOCK_SIZE + 5))
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elif grid.grid[x][y] == types.ROCK:
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sc.blit(rock_image, (x * BLOCK_SIZE, y * BLOCK_SIZE))
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sc.blit(gas_station_image, (SPAWN_POINT[0] * BLOCK_SIZE, SPAWN_POINT[1] * BLOCK_SIZE))
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sc.blit(sklep_station_image, (SKLEP_POINT[0] * BLOCK_SIZE, SKLEP_POINT[1] * BLOCK_SIZE))
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# region text
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vegetables_text = font.render(
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'Potato: ' + str(tractor.collected_vegetables[vegetables.POTATO]) + ' Broccoli: ' + str(
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tractor.collected_vegetables[vegetables.BROCCOLI]) + ' Carrot: ' + str(
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tractor.collected_vegetables[vegetables.CARROT]) + ' Onion: ' + str(
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tractor.collected_vegetables[vegetables.ONION]), True, WHITE, BLACK)
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vegetables_textrect = vegetables_text.get_rect()
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vegetables_textrect.center = (WINDOW_DIMENSIONS // 2, WINDOW_DIMENSIONS - 30)
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sc.blit(vegetables_text, vegetables_textrect)
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gas_text = font.render('Gas tank: ' + str(tractor.gas), True, WHITE, BLACK)
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gas_textrect = gas_text.get_rect()
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gas_textrect.center = (WINDOW_DIMENSIONS // 4 * 3.5, 20)
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sc.blit(gas_text, gas_textrect)
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# endregion
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sc.blit(tractor.image, (tractor.x * BLOCK_SIZE + 5, tractor.y * BLOCK_SIZE + 5))
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pygame.display.update()
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pygame.time.Clock().tick(60)
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