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693121ac00
3
.idea/.gitignore
vendored
@ -1,3 +0,0 @@
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# Default ignored files
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/shelf/
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/workspace.xml
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@ -1,7 +0,0 @@
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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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@ -1,7 +0,0 @@
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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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@ -1,10 +0,0 @@
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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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165
bfs.py
@ -1,165 +0,0 @@
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from agentState import AgentState
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from typing import Dict, Tuple, List
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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 turnCar import turn_left_orientation, turn_right_orientation
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class Successor: # klasa reprezentuje sukcesora, stan i akcję którą można po nim podjąć
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def __init__(self, state: AgentState, action: AgentActionType, cost: int, predicted_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 = predicted_cost
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class SuccessorList: # lista sukcesorów, czyli możliwych ścieżek po danym stanie
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succ_list: list[Successor]
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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]: # znajduje ścieżkę do najbliższego kosza na smieci
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visited: List[AgentState] = []
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queue: PriorityQueue[SuccessorList] = PriorityQueue() # kolejka priorytetowa przechodująca listę sukcesorów
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queue.put(SuccessorList([Successor(startState, AgentActionType.UNKNOWN, 0, _heuristics(startState.position, city))]))
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while not queue.empty(): # dopóki kolejka nie jest pusta, pobiera z niej aktualny element
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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): # jeśli ostatni stan w liście jest stanem końcowym (agent dotarł do śmietnika)
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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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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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new_list.append(s)
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queue.put(SuccessorList(new_list))
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return []
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def extract_actions(successors: SuccessorList) -> list[AgentActionType]: # wyodrębnienie akcji z listy sukcesorów, z pominięciem uknown
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output: list[AgentActionType] = []
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for s in successors.succ_list:
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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] = [] # generuje następników dla danego stanu,
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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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if state_succ is not None:
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result.append(state_succ)
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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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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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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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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 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 None
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return x - 1, y
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elif x + 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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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 # agent dotarł do śmietnika
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except KeyError:
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return False
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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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return 1
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if cell_type == GridCellType.SPEED_BUMP and action == AgentActionType.MOVE_FORWARD:
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return -10000
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if action == AgentActionType.MOVE_FORWARD:
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return 3
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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[
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state.position] == GridCellType.STREET_VERTICAL or grid[state.position] == GridCellType.SPEED_BUMP
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except KeyError:
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return False
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def _heuristics(position: Tuple[int, int], city: City):
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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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if can.is_visited:
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continue
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found_nonvisited = True
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distance = 3 * (abs(position[0] - can.position[0]) + abs(position[1] - can.position[1]))
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if distance < min_distance:
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min_distance = distance
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if found_nonvisited:
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return min_distance
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return -1
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35
city.py
@ -1,44 +1,33 @@
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from typing import List, Dict, Tuple
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from typing import List
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from garbageCan import GarbageCan
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from speedBump import SpeedBump
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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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cans: List[GarbageCan]
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bumps: List[SpeedBump]
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nodes: List[Node]
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streets: List[Street]
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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.cans_dict[can.position] = can
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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 add_bump(self, bump: SpeedBump) -> None:
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self.streets.append(bump)
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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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self._render_nodes(game_context)
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self._render_bumps(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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def _render_nodes(self, game_context: GameContext) -> None:
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for node in self.cans:
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node.render(game_context)
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def _render_bumps(self, game_context: GameContext) -> None:
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for bump in self.bumps:
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bump.render(game_context)
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@ -1,7 +1,6 @@
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from typing import Tuple, List, Dict
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from typing import Tuple, List
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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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@ -12,19 +11,6 @@ class GameContext:
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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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landfill = 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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@ -2,4 +2,23 @@ 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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pass
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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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28
garbage.py
@ -1,41 +1,21 @@
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from enum import Enum
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class GarbageType(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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shape: str
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flexibility: str
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does_smell: str
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weight: str
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size: str
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color: str
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softness: str
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does_din: str
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def __init__(self, img: str, shape: str, flexibility: str, does_smell: str, weight: str, size: str, color: str, softness: str, does_din: str) -> None:
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def __init__(self, img: str) -> None:
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self.img = img
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self.shape = shape
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self.flexibility = flexibility
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self.does_smell = does_smell
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self.weight = weight
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self.size = size
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self.color = color
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self.softness = softness
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self.does_din = does_din
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class RecognizedGarbage:
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class RecognizedGarbage (Garbage):
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garbage_type: GarbageType
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src: Garbage
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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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self.src = src
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@ -1,26 +1,16 @@
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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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is_visited: bool
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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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self.is_visited = False
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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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|
@ -1,7 +1,6 @@
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from typing import List, Tuple
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from agentOrientation import AgentOrientation
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from garbage import GarbageType, RecognizedGarbage
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from gameContext import GameContext
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from garbage import RecognizedGarbage
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class GarbageTruck:
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position: Tuple[int, int]
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@ -10,9 +9,8 @@ class GarbageTruck:
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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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truckSpritePath = 'imgs/dust_car.png'
|
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def __init__(self, position: List[int, int]) -> None:
|
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self.position = position
|
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self.paper = []
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self.plastic_and_metal = []
|
||||
@ -22,29 +20,17 @@ class GarbageTruck:
|
||||
|
||||
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||||
def sort_garbage(self, RecognizedGarbage) -> None:
|
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if RecognizedGarbage.garbage_type == GarbageType.PAPER:
|
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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 == GarbageType.PLASTIC_AND_METAL:
|
||||
elif RecognizedGarbage.garbage_type == 1:
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self.plastic_and_metal.append(RecognizedGarbage)
|
||||
|
||||
elif RecognizedGarbage.garbage_type == GarbageType.GLASS:
|
||||
elif RecognizedGarbage.garbage_type == 3:
|
||||
self.glass.append(RecognizedGarbage)
|
||||
|
||||
elif RecognizedGarbage.garbage_type == GarbageType.BIO:
|
||||
elif RecognizedGarbage.garbage_type == 4:
|
||||
self.bio.append(RecognizedGarbage)
|
||||
|
||||
elif RecognizedGarbage.garbage_type == GarbageType.MIXED:
|
||||
elif RecognizedGarbage.garbage_type == 5:
|
||||
self.mixed.append(RecognizedGarbage)
|
||||
|
||||
def render(self, game_context: GameContext) -> None:
|
||||
path = None
|
||||
if self.orientation == AgentOrientation.LEFT:
|
||||
path = 'imgs/dust_car_left.png'
|
||||
elif self.orientation == AgentOrientation.RIGHT:
|
||||
path = 'imgs/dust_car_right.png'
|
||||
elif self.orientation == AgentOrientation.UP:
|
||||
path = 'imgs/dust_car_up.png'
|
||||
elif self.orientation == AgentOrientation.DOWN:
|
||||
path = 'imgs/dust_car_down.png'
|
||||
game_context.render_in_cell(self.position, path)
|
@ -1,11 +0,0 @@
|
||||
from enum import Enum
|
||||
|
||||
class GridCellType(Enum):
|
||||
NOTHING = 0
|
||||
STREET_VERTICAL = 1
|
||||
STREET_HORIZONTAL = 2
|
||||
GARBAGE_CAN = 3
|
||||
VISITED_GARBAGE_CAN = 4
|
||||
LANDFILL = 5
|
||||
SPEED_BUMP = 6
|
||||
UNKNOWN = None
|
Before Width: | Height: | Size: 750 B After Width: | Height: | Size: 331 B |
BIN
imgs/dust_car.png
Normal file
After Width: | Height: | Size: 348 B |
Before Width: | Height: | Size: 1.0 KiB |
Before Width: | Height: | Size: 751 B |
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39
landfill.py
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from typing import Tuple
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from gameContext import GameContext
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from garbage import RecognizedGarbage
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from gridCellType import GridCellType
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class Landfill:
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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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def __init__(self, position: Tuple[int, int]) -> None:
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self.position = position
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def add_paper(self, paper: list[RecognizedGarbage]) -> None:
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for p in paper:
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self.paper.append(p)
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def add_plastic_and_metal(self, plastic_and_metal: list[RecognizedGarbage]) -> None:
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for p in plastic_and_metal:
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self.plastic_and_metal.append(p)
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def add_glass(self, glass: list[RecognizedGarbage]) -> None:
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for g in glass:
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self.glass.append(g)
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def add_paper(self, bio: list[RecognizedGarbage]) -> None:
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for b in bio:
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self.bio.append(b)
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def add_mixed(self, mixed: list[RecognizedGarbage]) -> None:
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for m in mixed:
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self.mixed.append(m)
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def render(self, game_context: GameContext) -> None:
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game_context.render_in_cell(self.position, 'imgs/landfill.png')
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game_context.grid[self.position] = GridCellType.LANDFILL
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import os
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from trainingData import TrainingData
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from sklearn import tree
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import joblib
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from sklearn.preprocessing import LabelEncoder, OneHotEncoder
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import numpy as np
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def _read_training_data() -> TrainingData:
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attributes = []
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classes = []
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location = os.path.realpath(os.path.join(os.getcwd(), os.path.dirname(__file__)))
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file = open(os.path.join(location, 'training_data.csv'))
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lines = file.readlines()[1:]
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file.close()
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for line in lines:
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actual_row = line.replace('\n', '')
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values = actual_row.split(',')
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line_attributes = values[:-1]
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line_class = values[-1]
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attributes.append(line_attributes)
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classes.append(line_class.strip())
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return TrainingData(attributes, classes)
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def _attributes_to_floats(attributes: list[str]) -> list[float]:
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output: list[float] = []
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if attributes[0] == 'Longitiudonal':
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output.append(0)
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elif attributes[0] == 'Round':
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output.append(1)
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elif attributes[0] == 'Flat':
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output.append(2)
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elif attributes[0] == 'Irregular':
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output.append(3)
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if attributes[1] == 'Low':
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output.append(0)
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elif attributes[1] == 'Medium':
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output.append(1)
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elif attributes[1] == 'High':
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output.append(2)
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if attributes[2] == "Yes":
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output.append(0)
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else:
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output.append(1)
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if attributes[3] == 'Low':
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output.append(0)
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elif attributes[3] == 'Medium':
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output.append(1)
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elif attributes[3] == 'High':
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output.append(2)
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if attributes[4] == 'Low':
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output.append(0)
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elif attributes[4] == 'Medium':
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output.append(1)
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elif attributes[4] == 'High':
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output.append(2)
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if attributes[5] == 'Transparent':
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output.append(0)
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elif attributes[5] == 'Light':
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output.append(1)
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elif attributes[5] == 'Dark':
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output.append(2)
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elif attributes[5] == "Colorful":
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output.append(3)
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if attributes[6] == 'Low':
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output.append(0)
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elif attributes[6] == 'Medium':
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output.append(1)
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elif attributes[6] == 'High':
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output.append(2)
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if attributes[7] == "Yes":
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output.append(0)
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else:
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output.append(1)
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return output
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trainning_data = _read_training_data()
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X = trainning_data.attributes
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Y = trainning_data.classes
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model = tree.DecisionTreeClassifier()
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encoded = [_attributes_to_floats(x) for x in X]
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dtc = model.fit(encoded, Y)
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joblib.dump(model, 'model.pkl')
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Shape,Flexibility,DoesSmell,Weight,Size,Color,Softness,DoesDin
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Irregular,High,No,High,Medium,Dark,Low,Yes
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Longitiudonal,Low,No,Low,Low,Light,Medium,Yes
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Longitiudonal,Medium,No,Medium,Low,Dark,High,No
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Longitiudonal,Low,No,Medium,Low,Dark,High,Yes
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Round,Low,Yes,High,High,Transparent,High,Yes
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Irregular,Medium,Yes,High,Low,Transparent,Medium,No
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Longitiudonal,Medium,Yes,Low,High,Colorful,Medium,Yes
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Longitiudonal,Low,No,Low,Medium,Dark,Medium,Yes
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Flat,Medium,Yes,High,Low,Transparent,Low,Yes
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Irregular,Medium,Yes,High,Medium,Dark,Low,No
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Longitiudonal,High,No,Low,High,Colorful,Low,Yes
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Round,Medium,No,Medium,Medium,Dark,Low,No
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Longitiudonal,Medium,No,Medium,Medium,Transparent,High,No
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Flat,Medium,Yes,Low,Low,Light,Medium,No
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Flat,Medium,Yes,Medium,High,Light,Medium,No
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Flat,Low,No,High,Low,Dark,High,No
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Longitiudonal,Medium,Yes,High,High,Dark,Low,Yes
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Flat,Low,Yes,Low,Low,Transparent,Low,No
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Flat,Low,No,Medium,Low,Colorful,Low,No
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Longitiudonal,Low,Yes,High,Medium,Transparent,Low,No
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Longitiudonal,Low,No,Medium,High,Dark,Low,Yes
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Irregular,Medium,No,Medium,Medium,Light,Low,Yes
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Longitiudonal,High,No,High,High,Colorful,Low,No
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Flat,Low,No,Low,Low,Dark,High,No
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Flat,Low,Yes,Low,High,Dark,Low,Yes
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Irregular,Medium,Yes,High,High,Dark,Low,No
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Flat,High,No,High,Low,Dark,Medium,Yes
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Longitiudonal,High,Yes,Low,Medium,Colorful,Low,Yes
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