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271e3365f9
...
5440626353
151
bfs.py
151
bfs.py
@ -1,128 +1,100 @@
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from agentState import AgentState
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from typing import Dict, Tuple, List
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from typing import Dict, Tuple, List, Set
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from city import City
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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, PriorityQueue
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from queue import PriorityQueue
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from turnCar import turn_left_orientation, turn_right_orientation
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import heapq
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class Successor:
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class Succ:
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state: AgentState
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action: AgentActionType
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cost: int
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def __init__(self, state: AgentState, action: AgentActionType, cost: int, predicted_cost: int) -> None:
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def __init__(self, state: AgentState, action: AgentActionType, cost: int) -> None:
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self.state = state
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self.action = action
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self.cost = cost
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self.predicted_cost = cost
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class SuccessorList:
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succ_list: list[Successor]
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def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int], GridCellType], city: City) -> list[AgentActionType]:
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pq: PriorityQueue[Tuple[int, List[Succ]]] = PriorityQueue()
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visited: set[AgentState] = set()
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startStates: list[Succ] = [Succ(startState, AgentActionType.UNKNOWN, 0)]
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pq.put((0, startStates))
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def __init__(self, succ_list: list[Successor]) -> None:
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self.succ_list = succ_list
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def __gt__(self, other):
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return self.succ_list[-1].predicted_cost > other.succ_list[-1].predicted_cost
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def __lt__(self, other):
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return self.succ_list[-1].predicted_cost < other.succ_list[-1].predicted_cost
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def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int], GridCellType], city: City) -> List[
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AgentActionType]:
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visited: List[AgentState] = []
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queue: PriorityQueue[SuccessorList] = PriorityQueue()
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queue.put(SuccessorList([Successor(startState, AgentActionType.UNKNOWN, 0, _heuristics(startState.position, city))]))
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while not queue.empty():
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current = queue.get()
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previous = current.succ_list[-1]
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visited.append(previous.state)
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if is_state_success(previous.state, grid):
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return extract_actions(current)
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successors = get_successors(previous, grid, city)
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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 == s.state.position and v.orientation == s.state.orientation:
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already_visited = True
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break
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if already_visited:
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while not pq.empty():
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_, currently_checked = pq.get()
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last_state = currently_checked[-1].state
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if last_state in visited:
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continue
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if is_state_valid(s.state, grid):
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new_list = current.succ_list.copy()
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visited.add(last_state)
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if is_state_success(last_state, grid):
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return extract_actions(currently_checked)
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successors = succ(last_state)
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for s in successors:
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if s.state in visited:
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continue
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if not is_state_valid(s.state, grid):
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continue
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g_cost = currently_checked[-1].cost + get_cost_for_action(s.action, grid.get(s.state.position, GridCellType.STREET_HORIZONTAL))
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h_cost = _heuristics(s.state.position, city)
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f_cost = g_cost + h_cost
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new_list = currently_checked.copy()
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new_list.append(s)
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queue.put(SuccessorList(new_list))
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pq.put((f_cost, new_list))
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return []
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def extract_actions(successors: SuccessorList) -> list[AgentActionType]:
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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.succ_list:
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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 get_successors(succ: Successor, grid: Dict[Tuple[int, int], GridCellType], city: City) -> List[Successor]:
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result: List[Successor] = []
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turn_left_cost = 1 + succ.cost
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turn_left_state = AgentState(succ.state.position, turn_left_orientation(succ.state.orientation))
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turn_left_heuristics = _heuristics(succ.state.position, city)
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result.append(
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Successor(turn_left_state, AgentActionType.TURN_LEFT, turn_left_cost, turn_left_cost + turn_left_heuristics))
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turn_right_cost = 1 + succ.cost
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turn_right_state = AgentState(succ.state.position, turn_right_orientation(succ.state.orientation))
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turn_right_heuristics = _heuristics(succ.state.position, city)
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result.append(
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Successor(turn_right_state, AgentActionType.TURN_RIGHT, turn_right_cost,
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turn_right_cost + turn_right_heuristics))
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state_succ = move_forward_succ(succ, city, grid)
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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, 0))
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result.append(Succ(AgentState(state.position, turn_right_orientation(state.orientation)), AgentActionType.TURN_RIGHT, 0))
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state_succ = move_forward_succ(state)
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if state_succ is not None:
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result.append(state_succ)
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result.append(Succ(state_succ.state, AgentActionType.MOVE_FORWARD, state_succ.cost))
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return result
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def move_forward_succ(succ: Successor, city: City, grid: Dict[Tuple[int, int], GridCellType]) -> Successor:
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position = get_next_cell(succ.state)
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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 is None:
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return None
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cost = get_cost_for_action(AgentActionType.MOVE_FORWARD, grid[position]) + succ.cost
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predicted_cost = cost + _heuristics(position, city)
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new_state = AgentState(position, succ.state.orientation)
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return Successor(new_state, AgentActionType.MOVE_FORWARD, cost, predicted_cost)
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return Succ(AgentState(position, state.orientation), AgentActionType.MOVE_FORWARD,
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get_cost_for_action(AgentActionType.MOVE_FORWARD, GridCellType.STREET_HORIZONTAL))
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def get_next_cell(state: AgentState) -> Tuple[int, int]:
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x, y = state.position
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orientation = state.orientation
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if orientation == AgentOrientation.UP:
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if y - 1 < 1:
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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 x, y - 1
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elif orientation == AgentOrientation.DOWN:
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if y + 1 > 27:
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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 x, y + 1
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elif orientation == AgentOrientation.LEFT:
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if x - 1 < 1:
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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 x - 1, y
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elif x + 1 > 27:
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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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else:
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return x + 1, y
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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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@ -134,9 +106,10 @@ def is_state_success(state: AgentState, grid: Dict[Tuple[int, int], GridCellType
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def get_cost_for_action(action: AgentActionType, cell_type: GridCellType) -> int:
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if action in [AgentActionType.TURN_LEFT, AgentActionType.TURN_RIGHT]:
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if action == AgentActionType.TURN_LEFT or action == AgentActionType.TURN_RIGHT:
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return 1
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if cell_type == GridCellType.SPEED_BUMP and action == AgentActionType.MOVE_FORWARD:
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if cell_type == GridCellType.SPEED_BUMP:
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if action == AgentActionType.MOVE_FORWARD:
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return 10
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if action == AgentActionType.MOVE_FORWARD:
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return 3
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@ -150,7 +123,7 @@ def is_state_valid(state: AgentState, grid: Dict[Tuple[int, int], GridCellType])
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return False
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def _heuristics(position: Tuple[int, int], city: City):
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def _heuristics(position: Tuple[int, int], city: City) -> int:
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min_distance: int = 300
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found_nonvisited: bool = False
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for can in city.cans:
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@ -163,3 +136,5 @@ def _heuristics(position: Tuple[int, int], city: City):
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if found_nonvisited:
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return min_distance
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return -1
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6
city.py
6
city.py
@ -12,12 +12,12 @@ class City:
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cans_dict: Dict[Tuple[int, int], GarbageCan] = {}
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def __init__(self) -> None:
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self.cans = []
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self.nodes = []
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self.streets = []
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self.bumps = []
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def add_can(self, can: GarbageCan) -> None:
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self.cans.append(can)
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self.nodes.append(can)
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self.cans_dict[can.position] = can
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def add_street(self, street: Street) -> None:
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@ -36,7 +36,7 @@ class City:
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street.render(game_context)
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def _render_nodes(self, game_context: GameContext) -> None:
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for node in self.cans:
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for node in self.nodes:
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node.render(game_context)
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def _render_bumps(self, game_context: GameContext) -> None:
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7
main.py
7
main.py
@ -1,4 +1,6 @@
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import pygame
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from city import City
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from gameEventHandler import handle_game_event
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from gameContext import GameContext
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from startup import startup
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@ -17,8 +19,11 @@ game_context = GameContext()
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game_context.dust_car_pil = dust_car_pil
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game_context.dust_car_pygame = pygame.image.frombuffer(dust_car_pil.tobytes(), dust_car_pil.size, 'RGB')
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game_context.canvas = canvas
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city = City()
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startup(game_context)
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collect_garbage(game_context)
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collect_garbage(game_context, city)
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exit = False
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12
movement.py
12
movement.py
@ -9,18 +9,18 @@ from agentOrientation import AgentOrientation
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import pygame
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from bfs import find_path_to_nearest_can
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from agentState import AgentState
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from city import City
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def collect_garbage(game_context: GameContext) -> None:
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def collect_garbage(game_context: GameContext, city: City) -> None:
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while True:
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start_agent_state = AgentState(game_context.dust_car.position, game_context.dust_car.orientation)
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path = find_path_to_nearest_can(start_agent_state, game_context.grid, game_context.city)
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if path == None or len(path) == 0:
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path = find_path_to_nearest_can(start_agent_state, game_context.grid, city)
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if path is None or len(path) == 0:
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break
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move_dust_car(path, game_context)
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next_position = calculate_next_position(game_context.dust_car)
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game_context.grid[next_position] = GridCellType.VISITED_GARBAGE_CAN
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game_context.city.cans_dict[next_position].is_visited = True
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pass
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@ -41,10 +41,8 @@ def move_dust_car(actions: list[AgentActionType], game_context: GameContext) ->
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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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elif game_context.grid[street_position] == GridCellType.SPEED_BUMP:
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game_context.render_in_cell(street_position, "imgs/speed_bump.png")
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pygame.display.update()
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time.sleep(0.15)
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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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