Changing bfs into astar using 'Field' class
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4c28f5a049
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477c0b552a
16
main.py
16
main.py
@ -2,10 +2,10 @@ import pygame
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import sys
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import random
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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
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from src.map import drawRoads, seedForFirstTime, return_fields_list
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from src.Tractor import Tractor
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from src.Plant import Plant
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from src.bfs import BFS
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from src.bfs import Astar
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# pygame initialization
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pygame.init()
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@ -33,20 +33,22 @@ tractor_group.add(tractor)
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#PLANTS
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plant_group = pygame.sprite.Group()
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plant_group = seedForFirstTime()
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fields = return_fields_list()
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#
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tractor_move = pygame.USEREVENT + 1
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pygame.time.set_timer(tractor_move, 800)
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moves = []
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goal_bfs = BFS()
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goal_astar = Astar()
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destination = (random.randrange(0, 936, 36), random.randrange(0, 900, 36))
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print("Destination: ", destination)
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moves = goal_bfs.search(
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moves = goal_astar.search(
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[tractor.rect.x, tractor.rect.y, directions[tractor.rotation]], destination)
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if __name__ == "__main__":
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running = True
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running = True
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while running:
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for event in pygame.event.get():
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@ -61,7 +63,9 @@ if __name__ == "__main__":
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running = False
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if event.type == tractor_move:
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if len(moves) != 0:
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step = moves.pop()
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moves_list = list(moves) # convert to list
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step = moves_list.pop() # pop the last element
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moves = tuple(moves_list) # convert back to tuple
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tractor.movement(step[0])
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10
src/Field.py
10
src/Field.py
@ -1,13 +1,13 @@
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from pygame.sprite import Sprite
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class Field(Sprite):
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def __init__(self, type, row_id, col_id, image, cost, hydration_level , soil,
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def __init__(self, type, x, y, image, cost, hydration_level , soil,
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fertilizer_degree, development_degree, plant_type, fertilizer_type, to_water):
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super().__init__()
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self.type = type
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self.row_id = row_id
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self.col_id = col_id
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self.position = (row_id, col_id)
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self.x = x
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self.y = y
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self.position = (x, y)
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self.image = image
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self.cost = cost
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@ -36,7 +36,7 @@ class Tractor(pygame.sprite.Sprite):
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self.movement('F')
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#waits between moves to avoid moving to fast
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pygame.time.wait(100)
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pygame.time.wait(30)
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def move_forward(self):
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if self.rect.y > 0 and self.rotation == 0:
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38
src/bfs.py
38
src/bfs.py
@ -1,14 +1,25 @@
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import heapq
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from settings import block_size, screen_width, directions
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import copy
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from src.map import get_cost_by_type, get_type_by_position, return_fields_list
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fields = return_fields_list()
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class Node:
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def __init__(self, state, parent=None, action=None):
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def __init__(self, state, parent=None, action=None, g=0, h=0):
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self.state = state
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self.parent = parent
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self.action = action
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self.g = g
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self.h = h
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def f(self):
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return self.g + self.h
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def __lt__(self, other):
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return self.f() < other.f()
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class BFS:
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class Astar:
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def __init__(self):
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self.fringe = []
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self.explored = []
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@ -16,6 +27,7 @@ class BFS:
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def successor(self, state):
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pos_x, pos_y, rotation = state
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options = []
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cost = get_cost_by_type(get_type_by_position(fields, pos_x, pos_y))
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if rotation == directions[0]:
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states = [(pos_x, pos_y - block_size, directions[0]), (pos_x, pos_y, directions[270]), (pos_x, pos_y, directions[90])]
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@ -32,7 +44,7 @@ class BFS:
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for s, a in zip(states, actions):
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if self.valid_state(s):
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options.append((a, s))
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options.append((a, s, cost))
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return options
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@ -41,6 +53,9 @@ class BFS:
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if pos_x < 0 or pos_x >= screen_width or pos_y < 0 or pos_y >= screen_width:
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return False
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return True
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def heuristic(self, state, goal):
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return abs(state[0] - goal[0]) + abs(state[1] - goal[1])
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def goal_path(self, elem):
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path = []
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@ -49,27 +64,30 @@ class BFS:
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path.append([elem.action, elem.state[0], elem.state[1]])
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elem = elem.parent
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path = path[::-1]
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return path
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def search(self, istate, goaltest):
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x, y, rotation = istate
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start_node = Node((x, y, rotation))
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start_node = Node((x, y, rotation), None, None, 0, self.heuristic(istate, goaltest))
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self.fringe.append(start_node)
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heapq.heappush(self.fringe, (start_node.f(), start_node))
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while True:
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if len(self.fringe) == 0:
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return False
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elem = self.fringe.pop(0)
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_, elem = heapq.heappop(self.fringe)
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if elem.state[0] == goaltest[0] and elem.state[1] == goaltest[1]:
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return self.goal_path(elem)
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self.explored.append(elem.state)
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for (action, state) in self.successor(elem.state):
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for (action, state, cost) in self.successor(elem.state):
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if state not in self.explored:
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x = Node(state, elem, action)
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self.fringe.append(x)
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g = elem.g + cost # cost to move from parent node to current node is based on the field type.
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h = self.heuristic(state, goaltest) # manhattan distance cost
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x = Node(state, elem, action, g, h) #creating the node and pushing it into fringe
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heapq.heappush(self.fringe, (x.f(), x))
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31
src/map.py
31
src/map.py
@ -3,8 +3,33 @@ import pygame
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from settings import screen_height, screen_width, SIZE, SPECIES, block_size, tile, road_coords, fields_amount, field_size, field_height, field_width
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from src.Plant import Plant
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import random
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from src.Field import Field
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def get_type_by_position(fields, x, y):
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for field in fields:
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if field.x == x and field.y == y:
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return field.plant_type
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return None
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def get_cost_by_type(plant_type):
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#plant_type == None, when field is empty.
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if plant_type == None:
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return 200
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elif plant_type == 'carrot':
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return 300
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elif plant_type == 'potato':
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return 500
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elif plant_type == 'beetroot':
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return 500
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elif plant_type == 'wheat':
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return 1000
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#else, means that field is type of road.
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else:
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return 100
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fields = pygame.sprite.Group()
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def drawRoads(screen):
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#drawing roads:
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road = pygame.image.load("assets/road.jpeg")
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@ -12,9 +37,11 @@ def drawRoads(screen):
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for x in road_coords:
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for block in range(26):
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screen.blit(road, (x*block_size, block * 36))
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fields.add(Field('road', x*block_size, block * 36, None, get_cost_by_type('road'), None, None, None, None, 'road', None, None))
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for y in road_coords:
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for block in range(26):
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screen.blit(road, (block * 36, y*block_size))
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fields.add(Field('road', block * 36, y*block_size, None, get_cost_by_type('road'), None, None, None, None, 'road', None, None))
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barn_img = pygame.image.load('assets/barn.png')
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barn = pygame.transform.scale(barn_img, tile)
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@ -33,8 +60,12 @@ def seedForFirstTime():
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new_plant = Plant(plant,0, x, y)
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blocks_seeded_in_field = blocks_seeded_in_field + 1
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plant_group.add(new_plant)
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fields.add(Field('field', x-18, y-18, None, get_cost_by_type(plant), None, None, None, None, plant, None, None))
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return plant_group
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def return_fields_list():
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return fields
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# to-be-done with minecraft farmland graphic xD
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# maybe this function should be in drawRoads (ofc with changed name), not separated
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