from random import randint import pygame import configparser from domain.commands.random_cat_move_command import RandomCatMoveCommand from domain.commands.vacuum_move_command import VacuumMoveCommand from domain.entities.cat import Cat from domain.entities.entity import Entity from domain.entities.vacuum import Vacuum from domain.entities.garbage import Garbage from domain.entities.earring import Earring from domain.entities.docking_station import Doc_Station from domain.world import World from view.renderer import Renderer # from AI_brain.movement import GoAnyDirectionBFS, State # from AI_brain.rotate_and_go_bfs import RotateAndGoBFS, State from AI_brain.rotate_and_go_astar import RotateAndGoAStar, State config = configparser.ConfigParser() config.read("config.ini") class Main: def __init__(self): tiles_x = 10 tiles_y = 10 self.renderer = Renderer(800, 800, tiles_x, tiles_y) self.world = generate_world(tiles_x, tiles_y) self.commands = [] self.clock = pygame.time.Clock() self.running = True self.fps = 60 def run(self): while self.running: self.process_input() self.update() self.renderer.render(self.world) self.clock.tick(self.fps) pygame.quit() def run_robot(self): self.renderer.render(self.world) start_state = State(self.world.vacuum.x, self.world.vacuum.y) end_state = State(self.world.doc_station.x, self.world.doc_station.y) # path_searcher = GoAnyDirectionBFS(self.world, start_state, end_state) # path_searcher = RotateAndGoBFS(self.world, start_state, end_state) path_searcher = RotateAndGoAStar(self.world, start_state, end_state) if not path_searcher.search(): print("No solution") exit(0) path_searcher.actions.reverse() while self.running: for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False if len(path_searcher.actions) > 0: action_direction = path_searcher.actions.pop() # self.handle_action1(action_direction) self.handle_action2(action_direction) self.update() self.renderer.render(self.world) self.clock.tick(5) pygame.quit() def handle_action1(self, action): if action == "UP": self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, (0, -1)) ) elif action == "DOWN": self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, (0, 1)) ) elif action == "LEFT": self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, (-1, 0)) ) elif action == "RIGHT": self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, (1, 0)) ) def handle_action2(self, action): if action == "GO": self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, self.world.vacuum.direction) ) elif action == "RR": self.world.vacuum.direction = (-self.world.vacuum.direction[1], self.world.vacuum.direction[0]) elif action == "RL": self.world.vacuum.direction = (self.world.vacuum.direction[1], -self.world.vacuum.direction[0]) def process_input(self): for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, (-1, 0)) ) if event.key == pygame.K_RIGHT: self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, (1, 0)) ) if event.key == pygame.K_UP: self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, (0, -1)) ) if event.key == pygame.K_DOWN: self.commands.append( VacuumMoveCommand(self.world, self.world.vacuum, (0, 1)) ) def update(self): if config.getboolean("APP", "cat"): self.commands.append(RandomCatMoveCommand(self.world, self.world.cat)) for command in self.commands: command.run() self.commands.clear() def generate_world(tiles_x: int, tiles_y: int) -> World: world = World(tiles_x, tiles_y) for _ in range(35): 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.doc_station = Doc_Station(9, 8) if config.getboolean("APP", "cat"): world.cat = Cat(7, 8) world.add_entity(world.cat) world.add_entity(Entity(2, 8, "PLANT1")) world.add_entity(Entity(4, 1, "PLANT1")) world.add_entity(Entity(3, 4, "PLANT2")) world.add_entity(Entity(8, 8, "PLANT2")) world.add_entity(Entity(9, 3, "PLANT3")) world.add_entity(Earring(9, 7)) world.add_entity(Earring(5, 5)) world.add_entity(Earring(4, 6)) for x in range(world.width): for y in range(world.height): if world.is_garbage_at(x, y): world.costs[x][y] = 1 else: world.costs[x][y] = 10 return world if __name__ == "__main__": app = Main() if config["APP"]["movement"] == "human": app.run() elif config["APP"]["movement"] == "robot": app.run_robot()