Merge pull request 'master' (#1) from s473616/sztuczna_inteligencja_2023_smieciarka:master into master
Reviewed-on: s464933/sztuczna_inteligencja_2023_smieciarka#1
@ -1,2 +1,3 @@
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# sztuczna_inteligencja_2023_smieciarka
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Symulacja inteligentnej śmieciarki. Śmieciarka zbiera śmieci z kubłów wystawionych przez mieszkańców, samodzielnie je segreguje i zawozi na wysypisko.
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7
agentActionType.py
Normal file
@ -0,0 +1,7 @@
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from enum import Enum
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class AgentActionType (Enum):
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MOVE_FORWARD = 0
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TURN_LEFT = 1
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TURN_RIGHT = 2
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UNKNOWN = None
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7
agentOrientation.py
Normal file
@ -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
Normal file
@ -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
Normal file
@ -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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33
city.py
Normal file
@ -0,0 +1,33 @@
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from typing import List
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from garbageCan import GarbageCan
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from street import Street
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from gameContext import GameContext
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class Node:
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garbageCan: GarbageCan
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id: int
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def __init__(self, id: int, can: GarbageCan) -> None:
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self.id
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self.can = can
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class City:
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nodes: List[Node]
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streets: List[Street]
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def __init__(self) -> None:
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self.nodes = []
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self.streets = []
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def add_node(self, node: Node) -> None:
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self.nodes.append(node)
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def add_street(self, street: Street) -> None:
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self.streets.append(street)
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def render_city(self, game_context: GameContext) -> None:
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self._render_streets(game_context)
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def _render_streets(self, game_context: GameContext) -> None:
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for street in self.streets:
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street.render(game_context)
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@ -1,4 +1,7 @@
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from typing import Tuple, List, Dict
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import pygame
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from PIL import Image
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from gridCellType import GridCellType
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class GameContext:
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dust_car_speed = 20
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@ -7,6 +10,24 @@ class GameContext:
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dust_car_pygame = None
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dust_car_pil = None
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canvas = None
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_cell_size: int = 30
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city = None
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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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self._init_grid()
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def _init_grid(self) -> None:
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for i in range(1, 28):
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for j in range(1, 28):
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self.grid[(i, j)] = GridCellType.NOTHING
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def render_in_cell(self, cell: Tuple[int, int], img_path: str):
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img = Image.open(img_path)
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pygame_img = pygame.image.frombuffer(img.tobytes(), (self._cell_size,self._cell_size), 'RGB')
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start_x = (cell[0] - 1) * self._cell_size
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start_y = (cell[1] - 1) * self._cell_size
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self.canvas.blit(pygame_img, (start_x, start_y))
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def startup(game_context: GameContext):
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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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@ -2,23 +2,4 @@ import pygame
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from gameContext import 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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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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pass
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21
garbage.py
Normal file
@ -0,0 +1,21 @@
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from enum import Enum
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class GarbageType (Enum):
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PAPER = 0,
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PLASTIC_AND_METAL = 1
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GLASS = 3
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BIO = 4
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MIXED = 5
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class Garbage:
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img: str
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def __init__(self, img: str) -> None:
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self.img = img
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class RecognizedGarbage (Garbage):
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garbage_type: GarbageType
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def __init__(self, src: Garbage, garbage_type: GarbageType) -> None:
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super().__init__(src.img)
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self.garbage_type = garbage_type
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22
garbageCan.py
Normal file
@ -0,0 +1,22 @@
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from garbage import Garbage
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from typing import List, Tuple
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from gameContext import GameContext
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from gridCellType import GridCellType
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class GarbageCan:
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position: Tuple[int, int]
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garbage: List[Garbage]
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def __init__(self, position: Tuple[int, int]) -> None:
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self.position = position
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self.garbage = []
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def add_garbage(self, garbage: Garbage) -> None:
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self.garbage.append(garbage)
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def remove_garbage(self, garbage: Garbage) -> None:
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self.garbage.remove(garbage)
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def render(self, game_context: GameContext) -> None:
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game_context.render_in_cell(self.position, "imgs/container.png")
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game_context.grid[self.position] = GridCellType.GARBAGE_CAN
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50
garbageTruck.py
Normal file
@ -0,0 +1,50 @@
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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 gameContext import GameContext
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class GarbageTruck:
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position: Tuple[int, int]
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paper: List[RecognizedGarbage]
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plastic_and_metal: List[RecognizedGarbage]
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glass: List[RecognizedGarbage]
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bio: List[RecognizedGarbage]
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mixed: List[RecognizedGarbage]
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orientation: AgentOrientation = AgentOrientation.RIGHT
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def __init__(self, position: Tuple[int, int]) -> None:
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self.position = position
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self.paper = []
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self.plastic_and_metal = []
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self.glass = []
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self.bio = []
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self.mixed = []
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def sort_garbage(self, RecognizedGarbage) -> None:
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if RecognizedGarbage.garbage_type == 0:
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self.paper.append(RecognizedGarbage)
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elif RecognizedGarbage.garbage_type == 1:
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self.plastic_and_metal.append(RecognizedGarbage)
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elif RecognizedGarbage.garbage_type == 3:
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self.glass.append(RecognizedGarbage)
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elif RecognizedGarbage.garbage_type == 4:
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self.bio.append(RecognizedGarbage)
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elif RecognizedGarbage.garbage_type == 5:
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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'
|
||||
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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8
gridCellType.py
Normal file
@ -0,0 +1,8 @@
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from enum import Enum
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class GridCellType(Enum):
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NOTHING = 0
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STREET_VERTICAL = 1
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STREET_HORIZONTAL = 2
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GARBAGE_CAN = 3
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VISITED_GARBAGE_CAN = 4
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BIN
imgs/background.jpg
Normal file
After Width: | Height: | Size: 238 KiB |
BIN
imgs/container.png
Normal file
After Width: | Height: | Size: 750 B |
Before Width: | Height: | Size: 348 B |
BIN
imgs/dust_car_down.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
imgs/dust_car_left.png
Normal file
After Width: | Height: | Size: 751 B |
BIN
imgs/dust_car_right.png
Normal file
After Width: | Height: | Size: 751 B |
BIN
imgs/dust_car_up.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
imgs/house.png
Before Width: | Height: | Size: 5.3 KiB |
BIN
imgs/street_horizontal.png
Normal file
After Width: | Height: | Size: 165 B |
BIN
imgs/street_vertical.png
Normal file
After Width: | Height: | Size: 166 B |
15
main.py
@ -1,15 +1,17 @@
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import pygame
|
||||
from gameEventHandler import handle_game_event
|
||||
from gameContext import GameContext
|
||||
from gameContext import startup
|
||||
from startup import startup
|
||||
from PIL import Image
|
||||
from agentActionType import AgentActionType
|
||||
from movement import move_dust_car
|
||||
|
||||
pygame.init()
|
||||
|
||||
canvas = pygame.display.set_mode((800, 800))
|
||||
|
||||
pygame.display.set_caption("Inteligentna śmieciarka")
|
||||
dust_car_pil = Image.open('imgs/dust_car.png')
|
||||
dust_car_pil = Image.open('imgs/dust_car_right.png')
|
||||
|
||||
game_context = GameContext()
|
||||
game_context.dust_car_pil = dust_car_pil
|
||||
@ -17,6 +19,14 @@ game_context.dust_car_pygame = pygame.image.frombuffer(dust_car_pil.tobytes(), d
|
||||
game_context.canvas = canvas
|
||||
startup(game_context)
|
||||
|
||||
# test = [AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD,
|
||||
# AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD,
|
||||
# AgentActionType.MOVE_FORWARD, AgentActionType.TURN_RIGHT, AgentActionType.MOVE_FORWARD,
|
||||
# AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD,
|
||||
# AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD, AgentActionType.MOVE_FORWARD,
|
||||
# AgentActionType.TURN_LEFT, AgentActionType.MOVE_FORWARD]
|
||||
|
||||
# move_dust_car(test, game_context)
|
||||
|
||||
exit = False
|
||||
|
||||
@ -26,5 +36,4 @@ while not exit:
|
||||
exit = True
|
||||
else:
|
||||
handle_game_event(event, game_context)
|
||||
|
||||
pygame.display.update()
|
48
movement.py
Normal file
@ -0,0 +1,48 @@
|
||||
from agentActionType import AgentActionType
|
||||
import time
|
||||
from turnCar import turn_left_orientation, turn_right_orientation
|
||||
from garbageTruck import GarbageTruck
|
||||
from typing import Tuple, Dict
|
||||
from gridCellType import GridCellType
|
||||
from gameContext import GameContext
|
||||
from agentOrientation import AgentOrientation
|
||||
import pygame
|
||||
|
||||
def move_dust_car(actions: list[AgentActionType], game_context: GameContext) -> None:
|
||||
for action in actions:
|
||||
street_position = game_context.dust_car.position
|
||||
has_to_render_street = False
|
||||
if action == AgentActionType.TURN_LEFT:
|
||||
game_context.dust_car.orientation = turn_left_orientation(game_context.dust_car.orientation)
|
||||
elif action == AgentActionType.TURN_RIGHT:
|
||||
game_context.dust_car.orientation = turn_right_orientation(game_context.dust_car.orientation)
|
||||
elif action == AgentActionType.MOVE_FORWARD:
|
||||
game_context.dust_car.position = calculate_next_position(game_context.dust_car)
|
||||
has_to_render_street = True
|
||||
game_context.dust_car.render(game_context)
|
||||
if has_to_render_street:
|
||||
if game_context.grid[street_position] == GridCellType.STREET_HORIZONTAL:
|
||||
game_context.render_in_cell(street_position, "imgs/street_horizontal.png")
|
||||
elif game_context.grid[street_position] == GridCellType.STREET_VERTICAL:
|
||||
game_context.render_in_cell(street_position, "imgs/street_vertical.png")
|
||||
pygame.display.update()
|
||||
time.sleep(0.5)
|
||||
|
||||
|
||||
|
||||
def calculate_next_position(car: GarbageTruck) -> Tuple[int, int]:
|
||||
if car.orientation == AgentOrientation.UP:
|
||||
if car.position[1] - 1 < 1:
|
||||
return None
|
||||
return (car.position[0], car.position[1] - 1)
|
||||
if car.orientation == AgentOrientation.DOWN:
|
||||
if car.position[1] + 1 > 27:
|
||||
return None
|
||||
return (car.position[0], car.position[1] + 1)
|
||||
if car.orientation == AgentOrientation.LEFT:
|
||||
if car.position[0] - 1 < 1:
|
||||
return None
|
||||
return (car.position[0] - 1, car.position[1])
|
||||
if car.position[0] + 1 > 27:
|
||||
return None
|
||||
return (car.position[0] + 1, car.position[1])
|
44
startup.py
Normal file
@ -0,0 +1,44 @@
|
||||
from gameContext import GameContext
|
||||
from city import City
|
||||
from PIL import Image
|
||||
import pygame
|
||||
from typing import Tuple, List
|
||||
from street import Street, StreetType
|
||||
from garbageTruck import GarbageTruck
|
||||
|
||||
def startup(game_context: GameContext):
|
||||
render_background(game_context)
|
||||
game_context.city = create_city()
|
||||
game_context.city.render_city(game_context)
|
||||
car = create_dust_car(game_context)
|
||||
car.render(game_context)
|
||||
game_context.dust_car = car
|
||||
|
||||
def create_dust_car(game_context: GameContext) -> GarbageTruck:
|
||||
return GarbageTruck((3, 3))
|
||||
|
||||
def render_background(game_context: GameContext):
|
||||
bg_img = Image.open("imgs/background.jpg")
|
||||
pygame_bg_image = pygame.image.frombuffer(bg_img.tobytes(), bg_img.size, 'RGB')
|
||||
game_context.canvas.blit(pygame_bg_image, (0, 0))
|
||||
|
||||
def create_city() -> City:
|
||||
city: City = City()
|
||||
streets = create_streets()
|
||||
for s in streets:
|
||||
city.add_street(s)
|
||||
return city
|
||||
|
||||
def create_streets() -> List[Street]:
|
||||
streets = []
|
||||
streets.append(Street(3, 30, 3, StreetType.HORIZONTAL))
|
||||
streets.append(Street(4, 15, 10, StreetType.VERTICAL))
|
||||
streets.append(Street(4, 10, 25, StreetType.VERTICAL))
|
||||
streets.append(Street(11, 24, 10, StreetType.HORIZONTAL))
|
||||
streets.append(Street(4, 9, 18, StreetType.VERTICAL))
|
||||
streets.append(Street(1, 30, 16, StreetType.HORIZONTAL))
|
||||
streets.append(Street(17, 30, 2, StreetType.VERTICAL))
|
||||
streets.append(Street(3, 25, 23, StreetType.HORIZONTAL))
|
||||
streets.append(Street(17, 30, 13, StreetType.VERTICAL))
|
||||
streets.append(Street(17, 23, 25, StreetType.VERTICAL))
|
||||
return streets
|
27
street.py
Normal file
@ -0,0 +1,27 @@
|
||||
from enum import Enum
|
||||
from typing import Tuple
|
||||
from gameContext import GameContext
|
||||
from gridCellType import GridCellType
|
||||
|
||||
class StreetType (Enum):
|
||||
VERTICAL = 0
|
||||
HORIZONTAL = 1
|
||||
|
||||
class Street:
|
||||
street_type: StreetType
|
||||
start_cell: int
|
||||
end_cell: int
|
||||
row_or_column: int
|
||||
|
||||
def __init__(self, start_cell: int, end_cell: int, row_or_column: int, street_type: StreetType) -> None:
|
||||
self.start_cell = start_cell
|
||||
self.end_cell = end_cell
|
||||
self.street_type = street_type
|
||||
self.row_or_column = row_or_column
|
||||
|
||||
def render(self, game_context: GameContext) -> None:
|
||||
for i in range(self.start_cell, self.end_cell + 1):
|
||||
img_str: str = 'imgs/street_vertical.png' if self.street_type == StreetType.VERTICAL else 'imgs/street_horizontal.png'
|
||||
cell: Tuple[int, int] = (self.row_or_column, i) if self.street_type == StreetType.VERTICAL else (i, self.row_or_column)
|
||||
game_context.render_in_cell(cell, img_str)
|
||||
game_context.grid[cell] = GridCellType.STREET_HORIZONTAL if self.street_type == StreetType.HORIZONTAL else GridCellType.STREET_VERTICAL
|
19
turnCar.py
Normal file
@ -0,0 +1,19 @@
|
||||
from agentOrientation import AgentOrientation
|
||||
|
||||
def turn_left_orientation(orientation: AgentOrientation) -> AgentOrientation:
|
||||
if orientation == AgentOrientation.DOWN:
|
||||
return AgentOrientation.RIGHT
|
||||
if orientation == AgentOrientation.LEFT:
|
||||
return AgentOrientation.DOWN
|
||||
if orientation == AgentOrientation.UP:
|
||||
return AgentOrientation.LEFT
|
||||
return AgentOrientation.UP
|
||||
|
||||
def turn_right_orientation(orientation: AgentOrientation) -> AgentOrientation:
|
||||
if orientation == AgentOrientation.DOWN:
|
||||
return AgentOrientation.LEFT
|
||||
if orientation == AgentOrientation.LEFT:
|
||||
return AgentOrientation.UP
|
||||
if orientation == AgentOrientation.UP:
|
||||
return AgentOrientation.RIGHT
|
||||
return AgentOrientation.DOWN
|