Drogi na mapie, ograniczenia poruszania się agenta, generacja mapy z pliku txt
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13
res/map.txt
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13
res/map.txt
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@ -0,0 +1,13 @@
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LRRRRRRRRRRRRRRRRR---R---
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---R------R------R---RRR-
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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--R---R---R-----R-------
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R--R---R---R-----RRRRRRR-
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R--R-------------R-------
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R--R-----R----R--R-------
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R--R-----R----R--R-------
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RRRRRRRRRRRRRRRRRRRRRRR--
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-------------------------
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res/tiles.png
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res/tiles.png
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Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.4 KiB |
103
src/main.py
103
src/main.py
@ -1,25 +1,45 @@
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from pathlib import Path
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import pygame as pg
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import random
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from random import randint
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class SimulationState:
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def __init__(self):
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self.agent_pos = pg.Vector2(0, 0)
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self.landfill_pos = pg.Vector2(0, 0)
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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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if tile == "L":
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self.landfill_pos = 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.agent_pos = self.landfill_pos
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self.world_limits = pg.Vector2(25, 13)
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def updateAgent(self, move_agent):
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self.agent_pos += 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 self.agent_pos.x < 0:
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self.agent_pos.x = 0
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elif self.agent_pos.x >= self.world_limits.x:
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self.agent_pos.x = self.world_limits.x - 1
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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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if self.agent_pos.y < 0:
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self.agent_pos.y = 0
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elif self.agent_pos.y >= self.world_limits.y:
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self.agent_pos.y = self.world_limits.y - 1
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if move_valid:
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self.agent_pos = proposed_pos
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class Interface:
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@ -37,7 +57,8 @@ class Interface:
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# okno
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pg.display.set_caption("Inteligentna śmieciarka")
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self.window = pg.display.set_mode((1600, 832))
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window_size = self.simulation_state.world_limits.elementwise() * self.cell_size
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self.window = pg.display.set_mode((int(window_size.x), int(window_size.y)))
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self.simulation_state.world_limits.elementwise() * self.cell_size
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# dla pętli
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@ -57,26 +78,23 @@ class Interface:
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if event.key == pg.K_ESCAPE:
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self.run_simulation = False
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break
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elif event.key == pg.K_BACKQUOTE:
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if not self.debug_mode:
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self.debug_mode = True
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else:
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self.debug_mode = False
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elif self.debug_mode:
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if event.key == pg.K_BACKQUOTE:
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self.debug_mode = not self.debug_mode
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if self.debug_mode:
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if event.key == pg.K_RIGHT:
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self.move_agent.x = 1
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elif event.key == pg.K_LEFT:
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if event.key == pg.K_LEFT:
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self.move_agent.x = -1
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elif event.key == pg.K_DOWN:
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if event.key == pg.K_DOWN:
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self.move_agent.y = 1
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elif event.key == pg.K_UP:
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if event.key == pg.K_UP:
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self.move_agent.y = -1
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def processSimulationInput(self):
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move_x = random.randint(-1, 1)
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move_y = random.randint(-1, 1)
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moves = [pg.Vector2(-1, 0), pg.Vector2(1, 0), pg.Vector2(0, -1), pg.Vector2(0, 1)]
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self.move_agent = pg.Vector2(move_x, move_y)
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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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@ -86,14 +104,43 @@ class Interface:
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self.window.fill((8, 68, 0))
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else:
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self.window.fill((68, 8, 0))
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agent_pos = self.simulation_state.agent_pos.elementwise() * self.cell_size
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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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pg.display.update()
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@ -105,7 +152,7 @@ class Interface:
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self.processSimulationInput()
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self.update()
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self.render()
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self.clock.tick(6)
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self.clock.tick(24)
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pg.quit()
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