126 lines
3.9 KiB
Python
126 lines
3.9 KiB
Python
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, return_fields_list, WORLD_MATRIX
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from src.Tractor import Tractor
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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
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import os
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from src.ID3 import make_decision
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import torch
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import cnn_model
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# pygame initialization
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pygame.init()
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clock = pygame.time.Clock()
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#pygame.mouse.set_visible(False)
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#GAME SCREEN
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screen = pygame.display.set_mode(SIZE)
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pygame.display.set_caption("Traktor_interaktor")
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background = pygame.image.load("assets/farmland.jpg")
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background = pygame.transform.scale(background,SIZE)
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screen.fill((90,50,20))
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background.fill((90,50,20))
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background = drawRoads(background)
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for line in range(26):
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pygame.draw.line(background, (0, 0, 0), (0, line * block_size), (screen_width, line * block_size))
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pygame.draw.line(background, (0, 0, 0), (line * block_size, 0), (line * block_size, screen_height))
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#TRACTOR
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tractor = Tractor('oil','manual', 'fuel', 'fertilizer1', 20)
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tractor_group = pygame.sprite.Group()
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tractor_group.add(tractor)
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tractor.setCapacity(90)
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tractor.setFuel(100)
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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_astar = Astar()
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mx=random.randrange(0, 936, 36)
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my=random.randrange(0, 936, 36)
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destination = (mx, my)
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print("Destination: ", destination)
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mx=int((mx+18)/36)
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my=int((my+18)/36)
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print("Destination: ", mx,my)
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#ID3 TREE LOADING
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dtree = pickle.load(open(os.path.join('src','tree.plk'),'rb'))
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# pobierz dane o polu field i czy ma na sobie roslinke, zadecyduj czy zebrac
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this_field = WORLD_MATRIX[mx][my]
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this_contain = Field.getContain(this_field)
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def action(this_contain):
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if isinstance(this_contain, Plant):
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this_plant = this_contain
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params=Plant.getParameters(this_plant)
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#ID3 decision
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decision=make_decision(params[0],params[1],params[2],params[3],params[4],tractor.fuel,tractor.capacity,params[5],dtree)
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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])
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print(decision)
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if decision == 1:
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print('Gotowe do zbioru')
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return 1
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else:
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print('nie zbieramy')
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return 0
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else:
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print('Road, no plant growing')
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return 0
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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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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key==pygame.K_RETURN:
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tractor.collect(plant_group)
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if event.key == pygame.K_ESCAPE:
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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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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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if (tractor.rect.x, tractor.rect.y) == destination and action == 1:
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tractor.collect(plant_group)
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Tractor.movement_using_keys(tractor)
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screen.blit(background,(0,0))
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plant_group.draw(screen)
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tractor_group.draw((screen))
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tractor_group.update()
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pygame.display.flip()
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clock.tick(60) |