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No commits in common. "eb7857323c52e6b74e7d23d829951f8afd8c2565" and "ef1b0c23a93d58c6bd2dd0507ccb9770cc2a9763" have entirely different histories.
eb7857323c
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ef1b0c23a9
6
bfs.py
6
bfs.py
@ -83,13 +83,7 @@ def get_next_cell(state: AgentState) -> Tuple[int, int]:
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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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try:
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return grid[next_cell] == GridCellType.GARBAGE_CAN
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except:
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return False
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def is_state_valid(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool:
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try:
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return grid[state.position] == GridCellType.STREET_HORIZONTAL or grid[state.position] == GridCellType.STREET_VERTICAL
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except:
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return False
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12
main.py
12
main.py
@ -4,7 +4,7 @@ from gameContext import GameContext
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from startup import startup
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from PIL import Image
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from agentActionType import AgentActionType
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from movement import collect_garbage
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from movement import move_dust_car
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pygame.init()
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@ -18,7 +18,15 @@ 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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startup(game_context)
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collect_garbage(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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13
movement.py
13
movement.py
@ -7,19 +7,6 @@ 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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from bfs import find_path_to_nearest_can
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from agentState import AgentState
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def collect_garbage(game_context: GameContext) -> 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)
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if path == 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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pass
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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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