Merge pull request 'bfs_implementation' (#10) from bfs_implementation into main

Reviewed-on: s473634/TurboTraktor#10
This commit is contained in:
Daria Dworzyńska 2023-04-23 20:54:10 +02:00
commit 4c28f5a049
12 changed files with 189 additions and 53 deletions

Binary file not shown.

31
main.py
View File

@ -1,10 +1,11 @@
import pygame
import sys
import random
from settings import screen_height, screen_width, SIZE, SPECIES, block_size, tile, road_coords
from settings import screen_height, screen_width, SIZE, SPECIES, block_size, tile, road_coords, directions
from src.map import drawRoads, seedForFirstTime
from src.Tractor import Tractor
from src.Plant import Plant
from src.bfs import BFS
# pygame initialization
pygame.init()
@ -21,20 +22,29 @@ background.fill((90,50,20))
background = drawRoads(background)
for line in range(26):
pygame.draw.line(background, (0, 0, 0), (0, line * 36), (SIZE[0], line * 36))
pygame.draw.line(background, (0, 0, 0), (line * 36, 0), (line * 36, SIZE[1]))
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')
tractor = Tractor('oil','manual', 'fuel', 'fertilizer1', 20)
tractor_group = pygame.sprite.Group()
tractor.rect.x = 0
tractor.rect.y = 0
tractor_group.add(tractor)
#PLANTS
plant_group = pygame.sprite.Group()
plant_group = seedForFirstTime()
#
tractor_move = pygame.USEREVENT + 1
pygame.time.set_timer(tractor_move, 800)
moves = []
goal_bfs = BFS()
destination = (random.randrange(0, 936, 36), random.randrange(0, 900, 36))
print("Destination: ", destination)
moves = goal_bfs.search(
[tractor.rect.x, tractor.rect.y, directions[tractor.rotation]], destination)
if __name__ == "__main__":
running = True
@ -49,11 +59,16 @@ if __name__ == "__main__":
tractor.collect(plant_group)
if event.key == pygame.K_ESCAPE:
running = False
if event.type == tractor_move:
if len(moves) != 0:
step = moves.pop()
tractor.movement(step[0])
Tractor.movement(tractor)
Tractor.movement_using_keys(tractor)
screen.blit(background,(0,0))
plant_group.draw(screen)
tractor_group.draw(screen)
tractor_group.draw((screen))
tractor_group.update()
pygame.display.flip()
clock.tick(60)

View File

@ -12,4 +12,6 @@ road_coords = [0, 5, 10, 15, 20, 25]
field_width = 4
field_height = 4
field_size = field_width*field_height
fields_amount = 25
fields_amount = 26
directions = {0: 'UP', 90: 'RIGHT', 180: 'DOWN', 270: 'LEFT'}

View File

@ -1,4 +1,5 @@
import pygame
from settings import block_size
class Plant(pygame.sprite.Sprite):
def __init__(self,species,is_ill,pos_x,pos_y):
@ -43,7 +44,7 @@ class Plant(pygame.sprite.Sprite):
self.pic_path="assets/Wheat.png"
self.image = pygame.image.load(self.pic_path) #zmienic
self.image = pygame.transform.scale(self.image,(36,36))
self.image = pygame.transform.scale(self.image,(block_size, block_size))
self.rect = self.image.get_rect()
self.rect.center = [pos_x,pos_y]

View File

@ -1,60 +1,103 @@
import pygame
from settings import block_size, tile
class Tractor(pygame.sprite.Sprite):
def __init__(self,engine,transmission,fuel,fertilizer):
def __init__(self, engine, transmission, fuel, fertilizer, capacity):
super().__init__()
self.image=pygame.image.load("assets/tractor/tractor.png")
self.image=pygame.transform.scale(self.image,(36,36))
self.UP = pygame.transform.rotate(self.image, 0)
self.DOWN = pygame.transform.rotate(self.image, 180)
self.LEFT = pygame.transform.rotate(self.image, 90)
self.RIGHT = pygame.transform.rotate(self.image, -90)
self.image = pygame.image.load("assets/tractor/tractor.png")
self.image = pygame.transform.scale(self.image, tile)
self.rect = self.image.get_rect()
self.engine=engine
self.transmission=transmission
self.fuel=fuel
self.fertilizer=fertilizer
self.up = pygame.transform.rotate(self.image, 0)
self.down = pygame.transform.rotate(self.image, 180)
self.left = pygame.transform.rotate(self.image, 90)
self.right = pygame.transform.rotate(self.image, -90)
def movement(self):
self.rect.x = 0
self.rect.y = 0
self.direction = 'F'
self.rotation = 90
self.collected = 0
self.capacity = capacity
self.engine = engine
self.transmission = transmission
self.fuel = fuel
self.fertilizer = fertilizer
def movement_using_keys(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.x>0:
self.image = self.LEFT
self.rect.x -= 36
if keys[pygame.K_RIGHT] and self.rect.x<900:
self.image = self.RIGHT
self.rect.x += 36
if keys[pygame.K_UP] and self.rect.y>0:
self.image = self.UP
self.rect.y -= 36
if keys[pygame.K_DOWN] and self.rect.y<900:
self.image = self.DOWN
self.rect.y += 36
if keys[pygame.K_LEFT]:
self.movement('L')
if keys[pygame.K_RIGHT]:
self.movement('R')
if keys[pygame.K_UP]:
self.movement('F')
def collect(self,plant_group):
self.plant_group=plant_group
print("collected plant")
pygame.sprite.spritecollide(self,self.plant_group,True)
# collected=collected+1
# print("plants in trunk "+collected)
#waits between moves to avoid moving to fast
pygame.time.wait(100)
def water_plant(self,plant_group):
self.plant_group=plant_group
def move_forward(self):
if self.rect.y > 0 and self.rotation == 0:
self.rect.y -= block_size
if self.rect.x < 900 and self.rotation == 90:
self.rect.x += block_size
if self.rect.y < 900 and self.rotation == 180:
self.rect.y += block_size
if self.rect.x > 0 and self.rotation == 270:
self.rect.x -= block_size
def move_left(self):
self.rotation -= 90
if self.rotation < 0:
self.rotation = 270
def move_right(self):
self.rotation += 90
if self.rotation >= 360:
self.rotation = 0
def check_rotation(self):
if self.rotation == 0:
self.image = self.up
elif self.rotation == 90:
self.image = self.right
elif self.rotation == 180:
self.image = self.down
elif self.rotation == 270:
self.image = self.left
def movement(self, direction):
if direction == 'F':
self.move_forward()
elif direction == 'L':
self.move_left()
elif direction == 'R':
self.move_right()
self.check_rotation()
def collect(self, plant_group):
if self.collected <= self.capacity:
self.plant_group=plant_group
# print("collected plant")
pygame.sprite.spritecollide(self, self.plant_group, True)
self.collected += 1
# print("plants in trunk "+collected)
def water_plant(self, plant_group):
self.plant_group = plant_group
print("watered plant")
# def update(self):
# self.rect.center=pygame.mouse.get_pos()
def fertilize(self, plant_group):
self.plant_group=plant_group
self.plant_group = plant_group
print("fertilize")
def plant(self, plant_group):
self.plant_group=plant_group
self.plant_group = plant_group
print("new plant")
def find_nearest_plant(self,plant_group):
self.plant_group=plant_group
def find_nearest_plant(self, plant_group):
self.plant_group = plant_group

Binary file not shown.

Binary file not shown.

75
src/bfs.py Normal file
View File

@ -0,0 +1,75 @@
from settings import block_size, screen_width, directions
import copy
class Node:
def __init__(self, state, parent=None, action=None):
self.state = state
self.parent = parent
self.action = action
class BFS:
def __init__(self):
self.fringe = []
self.explored = []
def successor(self, state):
pos_x, pos_y, rotation = state
options = []
if rotation == directions[0]:
states = [(pos_x, pos_y - block_size, directions[0]), (pos_x, pos_y, directions[270]), (pos_x, pos_y, directions[90])]
actions = ['F', 'L', 'R']
elif rotation == directions[90]:
states = [(pos_x + block_size, pos_y, directions[90]), (pos_x, pos_y, directions[0]), (pos_x, pos_y, directions[180])]
actions = ['F', 'L', 'R']
elif rotation == directions[180]:
states = [(pos_x, pos_y + block_size, directions[180]), (pos_x, pos_y, directions[90]), (pos_x, pos_y, directions[270])]
actions = ['F', 'L', 'R']
elif rotation == directions[270]:
states = [(pos_x - block_size, pos_y, directions[270]), (pos_x, pos_y, directions[0]), (pos_x, pos_y, directions[180])]
actions = ['F', 'L', 'R']
for s, a in zip(states, actions):
if self.valid_state(s):
options.append((a, s))
return options
def valid_state(self, state):
pos_x, pos_y, rotation = state
if pos_x < 0 or pos_x >= screen_width or pos_y < 0 or pos_y >= screen_width:
return False
return True
def goal_path(self, elem):
path = []
while elem.parent:
path.append([elem.action, elem.state[0], elem.state[1]])
elem = elem.parent
path = path[::-1]
return path
def search(self, istate, goaltest):
x, y, rotation = istate
start_node = Node((x, y, rotation))
self.fringe.append(start_node)
while True:
if len(self.fringe) == 0:
return False
elem = self.fringe.pop(0)
if elem.state[0] == goaltest[0] and elem.state[1] == goaltest[1]:
return self.goal_path(elem)
self.explored.append(elem.state)
for (action, state) in self.successor(elem.state):
if state not in self.explored:
x = Node(state, elem, action)
self.fringe.append(x)