commit
675df76bfe
@ -3,4 +3,5 @@ from enum import Enum
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class AgentActionType (Enum):
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class AgentActionType (Enum):
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MOVE_FORWARD = 0
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MOVE_FORWARD = 0
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TURN_LEFT = 1
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TURN_LEFT = 1
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TURN_RIGHT = 2
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TURN_RIGHT = 2
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UNKNOWN = None
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7
agentOrientation.py
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7
agentOrientation.py
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@ -0,0 +1,7 @@
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from enum import Enum
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class AgentOrientation (Enum):
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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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10
agentState.py
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10
agentState.py
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@ -0,0 +1,10 @@
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from agentOrientation import AgentOrientation
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from typing import Tuple
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class AgentState:
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orientation: AgentOrientation
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position: Tuple[int, int]
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def __init__(self, position: Tuple[int, int], orientation: AgentOrientation) -> None:
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self.orientation = orientation
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self.position = position
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89
bfs.py
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89
bfs.py
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@ -0,0 +1,89 @@
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from agentState import AgentState
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from typing import Dict, Tuple
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from gridCellType import GridCellType
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from agentActionType import AgentActionType
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from agentOrientation import AgentOrientation
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from queue import Queue
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from turnCar import turn_left_orientation, turn_right_orientation
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class Succ:
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state: AgentState
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action: AgentActionType
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def __init__(self, state: AgentState, action: AgentActionType) -> None:
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self.state = state
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self.action = action
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def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> list[AgentActionType]:
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q: Queue[list[Succ]] = Queue()
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visited: list[AgentState] = []
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startStates: list[Succ] = [Succ(startState, AgentActionType.UNKNOWN)]
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q.put(startStates)
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while not q.empty():
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currently_checked = q.get()
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visited.append(currently_checked[-1].state)
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if is_state_success(currently_checked[-1].state, grid):
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return extract_actions(currently_checked)
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successors = succ(currently_checked[-1].state)
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for s in successors:
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already_visited = False
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for v in visited:
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if v.position[0] == s.state.position[0] and v.position[1] == s.state.position[1] and s.state.orientation == v.orientation:
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already_visited = True
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break
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if already_visited:
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continue
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if is_state_valid(s.state, grid):
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new_list = currently_checked.copy()
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new_list.append(s)
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q.put(new_list)
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return []
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def extract_actions(successors: list[Succ]) -> list[AgentActionType]:
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output: list[AgentActionType] = []
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for s in successors:
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if s.action != AgentActionType.UNKNOWN:
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output.append(s.action)
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return output
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def succ(state: AgentState) -> list[Succ]:
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result: list[Succ] = []
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result.append(Succ(AgentState(state.position, turn_left_orientation(state.orientation)), AgentActionType.TURN_LEFT))
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result.append(Succ(AgentState(state.position, turn_right_orientation(state.orientation)), AgentActionType.TURN_RIGHT))
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state_succ = move_forward_succ(state)
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if state_succ != None:
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result.append(move_forward_succ(state))
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return result
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def move_forward_succ(state: AgentState) -> Succ:
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position = get_next_cell(state)
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if position == None:
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return None
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return Succ(AgentState(position, state.orientation), AgentActionType.MOVE_FORWARD)
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def get_next_cell(state: AgentState) -> Tuple[int, int]:
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if state.orientation == AgentOrientation.UP:
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if state.position[1] - 1 < 1:
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return None
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return (state.position[0], state.position[1] - 1)
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if state.orientation == AgentOrientation.DOWN:
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if state.position[1] + 1 > 27:
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return None
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return (state.position[0], state.position[1] + 1)
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if state.orientation == AgentOrientation.LEFT:
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if state.position[0] - 1 < 1:
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return None
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return (state.position[0] - 1, state.position[1])
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if state.position[0] + 1 > 27:
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return None
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return (state.position[0] + 1, state.position[1])
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def is_state_success(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool:
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next_cell = get_next_cell(state)
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return grid[next_cell] == GridCellType.GARBAGE_CAN
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def is_state_valid(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool:
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return grid[state.position] == GridCellType.STREET_HORIZONTAL or grid[state.position] == GridCellType.STREET_VERTICAL
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@ -13,6 +13,7 @@ class GameContext:
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_cell_size: int = 30
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_cell_size: int = 30
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city = None
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city = None
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grid: Dict[Tuple[int, int], GridCellType] = {}
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grid: Dict[Tuple[int, int], GridCellType] = {}
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dust_car = None
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def __init__(self) -> None:
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def __init__(self) -> None:
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self._init_grid()
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self._init_grid()
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@ -2,23 +2,4 @@ import pygame
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from gameContext import GameContext
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from gameContext import GameContext
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def handle_game_event(event, game_context: GameContext):
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def handle_game_event(event, game_context: GameContext):
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dust_car_movement(event, game_context)
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pass
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return
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def dust_car_movement(event, game_context:GameContext):
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if event.type != pygame.KEYDOWN:
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return
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(width, height) = game_context.dust_car_pil.size
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if event.key == pygame.K_LEFT:
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pygame.draw.rect(game_context.canvas, (0, 0, 0), (game_context.dust_car_position_x, game_context.dust_car_position_y, width, height))
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game_context.dust_car_position_x -= game_context.dust_car_speed
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elif event.key == pygame.K_RIGHT:
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pygame.draw.rect(game_context.canvas, (0, 0, 0), (game_context.dust_car_position_x, game_context.dust_car_position_y, width, height))
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game_context.dust_car_position_x += game_context.dust_car_speed
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elif event.key == pygame.K_UP:
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pygame.draw.rect(game_context.canvas, (0, 0, 0), (game_context.dust_car_position_x, game_context.dust_car_position_y, width, height))
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game_context.dust_car_position_y -= game_context.dust_car_speed
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elif event.key == pygame.K_DOWN:
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pygame.draw.rect(game_context.canvas, (0, 0, 0), (game_context.dust_car_position_x, game_context.dust_car_position_y, width, height))
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game_context.dust_car_position_y += game_context.dust_car_speed
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game_context.canvas.blit(game_context.dust_car_pygame, (game_context.dust_car_position_x, game_context.dust_car_position_y))
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@ -1,6 +1,7 @@
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from typing import List, Tuple
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from typing import List, Tuple
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from agentOrientation import AgentOrientation
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from garbage import RecognizedGarbage
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from garbage import RecognizedGarbage
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from gameContext import GameContext
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class GarbageTruck:
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class GarbageTruck:
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position: Tuple[int, int]
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position: Tuple[int, int]
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@ -9,8 +10,9 @@ class GarbageTruck:
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glass: List[RecognizedGarbage]
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glass: List[RecognizedGarbage]
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bio: List[RecognizedGarbage]
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bio: List[RecognizedGarbage]
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mixed: List[RecognizedGarbage]
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mixed: List[RecognizedGarbage]
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truckSpritePath = 'imgs/dust_car.png'
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orientation: AgentOrientation = AgentOrientation.RIGHT
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def __init__(self, position: List[int, int]) -> None:
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def __init__(self, position: Tuple[int, int]) -> None:
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self.position = position
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self.position = position
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self.paper = []
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self.paper = []
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self.plastic_and_metal = []
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self.plastic_and_metal = []
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@ -33,4 +35,16 @@ class GarbageTruck:
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self.bio.append(RecognizedGarbage)
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self.bio.append(RecognizedGarbage)
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elif RecognizedGarbage.garbage_type == 5:
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elif RecognizedGarbage.garbage_type == 5:
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self.mixed.append(RecognizedGarbage)
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self.mixed.append(RecognizedGarbage)
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def render(self, game_context: GameContext) -> None:
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path = None
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if self.orientation == AgentOrientation.LEFT:
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path = 'imgs/dust_car_left.png'
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elif self.orientation == AgentOrientation.RIGHT:
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path = 'imgs/dust_car_right.png'
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elif self.orientation == AgentOrientation.UP:
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path = 'imgs/dust_car_up.png'
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elif self.orientation == AgentOrientation.DOWN:
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path = 'imgs/dust_car_down.png'
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game_context.render_in_cell(self.position, path)
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@ -4,4 +4,5 @@ class GridCellType(Enum):
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NOTHING = 0
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NOTHING = 0
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STREET_VERTICAL = 1
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STREET_VERTICAL = 1
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STREET_HORIZONTAL = 2
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STREET_HORIZONTAL = 2
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GARBAGE_CAN = 3
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GARBAGE_CAN = 3
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VISITED_GARBAGE_CAN = 4
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10
main.py
10
main.py
@ -3,6 +3,8 @@ from gameEventHandler import handle_game_event
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from gameContext import GameContext
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from gameContext import GameContext
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from startup import startup
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from startup import startup
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from PIL import Image
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from PIL import Image
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from agentActionType import AgentActionType
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from movement import move_dust_car
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pygame.init()
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pygame.init()
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@ -17,6 +19,14 @@ game_context.dust_car_pygame = pygame.image.frombuffer(dust_car_pil.tobytes(), d
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game_context.canvas = canvas
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game_context.canvas = canvas
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startup(game_context)
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startup(game_context)
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# test = [AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD,
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# AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD,
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# AgentActionType.MOVE_FORWARD, AgentActionType.TURN_RIGHT, AgentActionType.MOVE_FORWARD,
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# AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD,
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# AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD,
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# AgentActionType.TURN_LEFT, AgentActionType.MOVE_FORWARD]
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# move_dust_car(test, game_context)
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exit = False
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exit = False
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48
movement.py
Normal file
48
movement.py
Normal file
@ -0,0 +1,48 @@
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from agentActionType import AgentActionType
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import time
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from turnCar import turn_left_orientation, turn_right_orientation
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from garbageTruck import GarbageTruck
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from typing import Tuple, Dict
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from gridCellType import GridCellType
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from gameContext import GameContext
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from agentOrientation import AgentOrientation
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import pygame
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def move_dust_car(actions: list[AgentActionType], game_context: GameContext) -> None:
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for action in actions:
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street_position = game_context.dust_car.position
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has_to_render_street = False
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if action == AgentActionType.TURN_LEFT:
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game_context.dust_car.orientation = turn_left_orientation(game_context.dust_car.orientation)
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elif action == AgentActionType.TURN_RIGHT:
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game_context.dust_car.orientation = turn_right_orientation(game_context.dust_car.orientation)
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elif action == AgentActionType.MOVE_FORWARD:
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game_context.dust_car.position = calculate_next_position(game_context.dust_car)
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has_to_render_street = True
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game_context.dust_car.render(game_context)
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if has_to_render_street:
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if game_context.grid[street_position] == GridCellType.STREET_HORIZONTAL:
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game_context.render_in_cell(street_position, "imgs/street_horizontal.png")
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elif game_context.grid[street_position] == GridCellType.STREET_VERTICAL:
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game_context.render_in_cell(street_position, "imgs/street_vertical.png")
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pygame.display.update()
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time.sleep(0.5)
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def calculate_next_position(car: GarbageTruck) -> Tuple[int, int]:
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if car.orientation == AgentOrientation.UP:
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if car.position[1] - 1 < 1:
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return None
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return (car.position[0], car.position[1] - 1)
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if car.orientation == AgentOrientation.DOWN:
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if car.position[1] + 1 > 27:
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return None
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return (car.position[0], car.position[1] + 1)
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if car.orientation == AgentOrientation.LEFT:
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if car.position[0] - 1 < 1:
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return None
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return (car.position[0] - 1, car.position[1])
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if car.position[0] + 1 > 27:
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return None
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return (car.position[0] + 1, car.position[1])
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@ -4,12 +4,18 @@ from PIL import Image
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import pygame
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import pygame
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from typing import Tuple, List
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from typing import Tuple, List
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from street import Street, StreetType
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from street import Street, StreetType
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from garbageTruck import GarbageTruck
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def startup(game_context: GameContext):
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def startup(game_context: GameContext):
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render_background(game_context)
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render_background(game_context)
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game_context.city = create_city()
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game_context.city = create_city()
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game_context.city.render_city(game_context)
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game_context.city.render_city(game_context)
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game_context.canvas.blit(game_context.dust_car_pygame, (game_context.dust_car_position_x, game_context.dust_car_position_y))
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car = create_dust_car(game_context)
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car.render(game_context)
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game_context.dust_car = car
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def create_dust_car(game_context: GameContext) -> GarbageTruck:
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return GarbageTruck((3, 3))
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def render_background(game_context: GameContext):
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def render_background(game_context: GameContext):
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bg_img = Image.open("imgs/background.jpg")
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bg_img = Image.open("imgs/background.jpg")
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19
turnCar.py
Normal file
19
turnCar.py
Normal file
@ -0,0 +1,19 @@
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from agentOrientation import AgentOrientation
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def turn_left_orientation(orientation: AgentOrientation) -> AgentOrientation:
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if orientation == AgentOrientation.DOWN:
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return AgentOrientation.RIGHT
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if orientation == AgentOrientation.LEFT:
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return AgentOrientation.DOWN
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if orientation == AgentOrientation.UP:
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return AgentOrientation.LEFT
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return AgentOrientation.UP
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def turn_right_orientation(orientation: AgentOrientation) -> AgentOrientation:
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if orientation == AgentOrientation.DOWN:
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return AgentOrientation.LEFT
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if orientation == AgentOrientation.LEFT:
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return AgentOrientation.UP
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if orientation == AgentOrientation.UP:
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return AgentOrientation.RIGHT
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return AgentOrientation.DOWN
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Loading…
Reference in New Issue
Block a user