IntelligentTractor/main.py

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import pygame
import sys
import random
from settings import screen_height, screen_width, SIZE, SPECIES, block_size, tile, road_coords, directions
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from src.map import drawRoads, seedForFirstTime, return_fields_list, WORLD_MATRIX
from src.Tractor import Tractor
from src.bfs import Astar
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from src.Plant import Plant
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from src.Field import Field
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import pickle
import os
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from src.ID3 import make_decision
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# pygame initialization
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pygame.init()
clock = pygame.time.Clock()
#pygame.mouse.set_visible(False)
#GAME SCREEN
screen = pygame.display.set_mode(SIZE)
pygame.display.set_caption("Traktor_interaktor")
background = pygame.image.load("assets/farmland.jpg")
background = pygame.transform.scale(background,SIZE)
screen.fill((90,50,20))
background.fill((90,50,20))
background = drawRoads(background)
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for line in range(26):
pygame.draw.line(background, (0, 0, 0), (0, line * block_size), (screen_width, line * block_size))
pygame.draw.line(background, (0, 0, 0), (line * block_size, 0), (line * block_size, screen_height))
#TRACTOR
tractor = Tractor('oil','manual', 'fuel', 'fertilizer1', 20)
tractor_group = pygame.sprite.Group()
tractor_group.add(tractor)
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tractor.setCapacity(90)
tractor.setFuel(100)
#PLANTS
plant_group = pygame.sprite.Group()
plant_group = seedForFirstTime()
fields = return_fields_list()
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#
tractor_move = pygame.USEREVENT + 1
pygame.time.set_timer(tractor_move, 800)
moves = []
goal_astar = Astar()
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mx=random.randrange(0, 936, 36)
my=random.randrange(0, 936, 36)
destination = (mx, my)
print("Destination: ", destination)
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mx=int((mx+18)/36)
my=int((my+18)/36)
print("Destination: ", mx,my)
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#POBIERZ MATRIXA OBJEKT FILD, Z FIELD POBIERZ PLANT, Z PLANTA PARAMETRY, WYWOŁAJ DECYCJNOSC
#ID3 TREE
dtree = pickle.load(open(os.path.join('src','tree.plk'),'rb'))
# pobierz dane o polu field i czy ma na sobie roslinke, zadecyduj czy zebrac
this_field = WORLD_MATRIX[mx][my]
this_contain = Field.getContain(this_field)
if isinstance(this_contain, Plant):
this_plant = this_contain
params=Plant.getParameters(this_plant)
decision=make_decision(params[0],params[1],params[2],params[3],params[4],tractor.fuel,tractor.capacity,params[5],dtree)
print('wzorst',params[0],'wilgotnosc',params[1],'dni_od_nawiezienia',params[2],'pogoda',params[3],'zdrowa',params[4],'paliwo',tractor.fuel,'pojemnosc eq',tractor.capacity,'cena sprzedazy',params[5])
print(decision)
if decision == 1:
# Tractor.collect(self=tractor, plant_group=plant_group)
print('Gotowe do zbioru')
else:
print('nie zbieramy')
else:
print('Road, no plant growing')
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moves = goal_astar.search(
[tractor.rect.x, tractor.rect.y, directions[tractor.rotation]], destination)
if __name__ == "__main__":
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key==pygame.K_RETURN:
tractor.collect(plant_group)
if event.key == pygame.K_ESCAPE:
running = False
if event.type == tractor_move:
if len(moves) != 0:
moves_list = list(moves) # convert to list
step = moves_list.pop() # pop the last element
moves = tuple(moves_list) # convert back to tuple
tractor.movement(step[0])
Tractor.movement_using_keys(tractor)
screen.blit(background,(0,0))
plant_group.draw(screen)
tractor_group.draw((screen))
tractor_group.update()
pygame.display.flip()
clock.tick(60)