Klasy dla jednostek, warstwy renderowania
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@ -3,7 +3,7 @@ LRRRRRRRRRRRRRRRRR---R---
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---R------R------R---R---
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RRRR------RRRRRRRRRRRR---
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R--R-------------R-------
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R--RRRRRRRRRRRRRRR-------
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R--RRRRRRRRRRRRRRRH------
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R--R---R---R-----R-------
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R--R---R---R-----RRRRRRR-
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R--R-------------R-------
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153
src/main.py
153
src/main.py
@ -2,44 +2,107 @@ from pathlib import Path
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import pygame as pg
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from random import randint
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class Entity:
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def __init__(self, state, position, tile):
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self.state = state
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self.position = position
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self.tile = tile
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def move(self, move_vector):
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raise NotImplementedError()
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class Agent(Entity):
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def move(self, move_vector):
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proposed_pos = self.position + move_vector
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move_valid = True
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if proposed_pos != self.state.landfill_pos and proposed_pos not in self.state.roads_pos:
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move_valid = False
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if proposed_pos.x < 0 or proposed_pos.x >= self.state.world_limits.x:
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move_valid = False
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if proposed_pos.y < 0 or proposed_pos.y >= self.state.world_limits.y:
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move_valid = False
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if move_valid:
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self.position = proposed_pos
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class SimulationState:
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def __init__(self):
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self.landfill_pos = pg.Vector2(0, 0)
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self.landfill_pos = []
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self.roads_pos = []
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self.houses_pos = []
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map_path = Path("../res/map.txt")
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with open(map_path, "r") as map_file:
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map_data = map_file.read().replace('\n', '')
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for y in range(0, 13):
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for x in range(0, 25):
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pos = x + 25*y
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tile = map_data[pos]
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map_data = map_file.readlines()
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max_x = len(map_data[0].replace('\n', ''))
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max_y = len(map_data)
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for y in range(0, max_y):
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for x in range(0, max_x):
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tile = map_data[y].replace('\n', '')[x]
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if tile == "L":
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self.landfill_pos = pg.Vector2(x, y)
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self.landfill_pos.append(pg.Vector2(x, y))
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if tile == "R":
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self.roads_pos.append(pg.Vector2(x, y))
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if tile == "H":
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self.houses_pos.append(pg.Vector2(x, y))
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self.world_limits = pg.Vector2(max_x, max_y)
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self.agent_pos = self.landfill_pos
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self.entities = [Agent(self, self.landfill_pos[0], pg.Vector2(2, 0))]
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self.world_limits = pg.Vector2(25, 13)
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def update(self, move_agent):
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for entity in self.entities:
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entity.move(move_agent)
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def updateAgent(self, move_agent):
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proposed_pos = self.agent_pos + move_agent
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move_valid = True
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if proposed_pos != self.landfill_pos and proposed_pos not in self.roads_pos:
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move_valid = False
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if proposed_pos.x < 0 or proposed_pos.x >= self.world_limits.x:
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move_valid = False
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if proposed_pos.y < 0 or proposed_pos.y >= self.world_limits.y:
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move_valid = False
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class Layer:
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def __init__(self, sim, texture_file):
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self.sim = sim
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self.texture_atlas = pg.image.load(texture_file)
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if move_valid:
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self.agent_pos = proposed_pos
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def renderTile(self, surface, position, tile):
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# pozycja na ekranie
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sprite_pos = position.elementwise() * self.sim.cell_size
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# tekstura
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pos_in_atlas = tile.elementwise() * self.sim.cell_size
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texture = pg.Rect(int(pos_in_atlas.x),
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int(pos_in_atlas.y),
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self.sim.cell_size.x,
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self.sim.cell_size.y)
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# render
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surface.blit(self.texture_atlas, sprite_pos, texture)
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def render(self, surface):
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raise NotImplementedError()
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class EntityLayer(Layer):
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def __init__(self, sim, texture_file, simulation_state, entities):
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super().__init__(sim, texture_file)
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self.simulation_state = simulation_state
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self.entities = entities
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def render(self, surface):
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for entity in self.entities:
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self.renderTile(surface, entity.position, entity.tile)
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class StructureLayer(Layer):
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def __init__(self, sim, texture_file, simulation_state, structures_pos, tile):
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super().__init__(sim, texture_file)
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self.simulation_state = simulation_state
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self.structures_pos = structures_pos
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self.tile = tile
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def render(self, surface):
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for position in self.structures_pos:
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self.renderTile(surface, position, self.tile)
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class Interface:
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@ -50,10 +113,13 @@ class Interface:
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self.simulation_state = SimulationState()
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self.move_agent = pg.Vector2(0, 0)
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# tilesy
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# rendering
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self.cell_size = pg.Vector2(64, 64)
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textures_path = Path("../res/tiles.png")
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self.textures = pg.image.load(textures_path)
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texture_file = Path("../res/tiles.png")
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self.layers = [StructureLayer(self, texture_file, self.simulation_state, self.simulation_state.landfill_pos, pg.Vector2(3, 0)),
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StructureLayer(self, texture_file, self.simulation_state, self.simulation_state.roads_pos, pg.Vector2(0, 0)),
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StructureLayer(self, texture_file, self.simulation_state, self.simulation_state.houses_pos, pg.Vector2(1, 0)),
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EntityLayer(self, texture_file, self.simulation_state, self.simulation_state.entities)]
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# okno
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pg.display.set_caption("Inteligentna śmieciarka")
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@ -97,7 +163,7 @@ class Interface:
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self.move_agent = moves[randint(0,3)]
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def update(self):
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self.simulation_state.updateAgent(self.move_agent)
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self.simulation_state.update(self.move_agent)
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def render(self):
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if not self.debug_mode:
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@ -105,43 +171,8 @@ class Interface:
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else:
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self.window.fill((68, 8, 0))
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# render wysypiska
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landfill_pos = self.simulation_state.landfill_pos.elementwise() * self.cell_size
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landfill_texture_pos = pg.Vector2(3, 0).elementwise() * self.cell_size
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landfill_texture = pg.Rect(int(landfill_texture_pos.x),
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int(landfill_texture_pos.y),
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int(self.cell_size.x),
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int(self.cell_size.y))
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self.window.blit(self.textures, landfill_pos, landfill_texture)
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# render dróg
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for road_pos in self.simulation_state.roads_pos:
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adjusted_road_pos = road_pos.elementwise() * self.cell_size
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road_texture_pos = pg.Vector2(0, 0).elementwise() * self.cell_size
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road_texture = pg.Rect(int(road_texture_pos.x),
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int(road_texture_pos.y),
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int(self.cell_size.x),
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int(self.cell_size.y))
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self.window.blit(self.textures, adjusted_road_pos, road_texture)
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# render domów
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for house_pos in self.simulation_state.houses_pos:
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adjusted_house_pos = house_pos.elementwise() * self.cell_size
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house_texture_pos = pg.Vector2(1, 0).elementwise() * self.cell_size
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house_texture = pg.Rect(int(house_texture_pos.x),
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int(house_texture_pos.y),
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int(self.cell_size.x),
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int(self.cell_size.y))
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self.window.blit(self.textures, adjusted_house_pos, house_texture)
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# render agenta
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agent_pos = self.simulation_state.agent_pos.elementwise() * self.cell_size
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agent_texture_pos = pg.Vector2(2, 0).elementwise() * self.cell_size
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agent_texture = pg.Rect(int(agent_texture_pos.x),
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int(agent_texture_pos.y),
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int(self.cell_size.x),
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int(self.cell_size.y))
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self.window.blit(self.textures, agent_pos, agent_texture)
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for layer in self.layers:
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layer.render(self.window)
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pg.display.update()
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