import pygame import sys import random from settings import SIZE, directions, draw_lines_on_window, matrix_plants_type from src.map import drawRoads, seedForFirstTime, return_fields_list, WORLD_MATRIX, get_type_by_position from src.Tractor import Tractor from src.bfs import Astar from src.Plant import Plant from src.Field import Field import pickle import os from src.ID3 import action import torch import src.neural_networks as neural_networks def show_plant_img(img): image = pygame.image.load(img) image = pygame.transform.scale(image, (360, 360)) screen.blit(image, (972, 288)) pygame.display.update() pygame.time.delay(1000) # neural_networks.learn() def recognize_plants(fields, destination): checkpoint = torch.load(f'plants2.model') model = neural_networks.Net(num_classes=3) model.load_state_dict(checkpoint) model.eval() img = '' if get_type_by_position(fields, destination[0], destination[1]) == 'carrot': img = 'assets/learning/test/carrot/' + str(random.randint(1, 200)) + '.jpg' pred = neural_networks.predict(img, model) show_plant_img(img) elif get_type_by_position(fields, destination[0], destination[1]) == 'potato': img = 'assets/learning/test/potato/' + str(random.randint(1, 200)) + '.jpg' pred = neural_networks.predict(img, model) show_plant_img(img) elif get_type_by_position(fields, destination[0], destination[1]) == 'wheat': img = 'assets/learning/test/wheat/' + str(random.randint(1, 200)) + '.jpg' pred = neural_networks.predict(img, model) show_plant_img(img) else: pred = 'none' print(pred) return pred # pygame initialization pygame.init() clock = pygame.time.Clock() # 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) draw_lines_on_window(background) #TRACTOR tractor = Tractor('oil','manual', 'fuel', 'fertilizer1', 20) tractor_group = pygame.sprite.Group() tractor_group.add(tractor) tractor.setCapacity(90) tractor.setFuel(100) #PLANTS plant_group = pygame.sprite.Group() plant_group = seedForFirstTime() fields = return_fields_list() # tractor_move = pygame.USEREVENT + 1 pygame.time.set_timer(tractor_move, 200) moves = [] goal_astar = Astar() mx = random.randrange(0, 936, 36) my = random.randrange(0, 936, 36) destination = (mx, my) print("Destination: ", destination) mx = int((mx+18)/36) my = int((my+18)/36) print("Destination: ", mx, my) #ID3 TREE LOADING 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) moves = goal_astar.search( [tractor.rect.x, tractor.rect.y, directions[tractor.rotation]], destination) expected_plant = get_type_by_position(fields, destination[0], destination[1]) 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) # recognize_plants(fields, destination) 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]) # checks if tractor is in destiantion field and make decision if it's ready to collect if tractor.rect.x == destination[0] and tractor.rect.y == destination[1] and action(this_contain, Plant, tractor, dtree) == 1: # show what should be in this field print('expected:', expected_plant) # check if program correctly recognize plant if recognize_plants(fields, destination) == expected_plant: # if correctly recognized than plant can be collected tractor.collect(plant_group) else: print('wrong recognition') 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)