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36
board.py
36
board.py
@ -2,59 +2,55 @@ import pygame
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from constant import size, rows, cols
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import random
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class Board:
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def __init__(self):
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self.board = []
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self.load_images()
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self.generate_board()
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def load_images(self):
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self.grass = pygame.image.load("board/grass.png")
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self.dirt = pygame.image.load("board/dirt.png")
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self.rock= pygame.image.load("board/rock.png")
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self.weeds = pygame.image.load("board/weeds.png")
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self.rock = pygame.image.load("board/rock.png")
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self.weeds = pygame.image.load("board/weeds.png")
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self.soil = pygame.image.load("board/zyzna.png")
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def generate_board(self):
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self.board = [[random.choice([0,1,2,3,4,5,6,7,8,9]) for _ in range(rows)] for _ in range(cols)]
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self.board = [[random.choice([0, 1, 2, 3, 4, 5, 6, 7, 8, 9]) for _ in range(cols)] for _ in range(rows)]
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def draw_cubes(self, win):
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for row in range(rows):
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for col in range(cols):
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cube_rect = pygame.Rect(row * size, col * size, size, size)
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cube=self.board[row][col]
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if row==4 and col==4:
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cube_rect = pygame.Rect(col * size, row * size, size, size)
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cube = self.board[row][col]
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if row == 4 and col == 4:
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win.blit(self.grass, cube_rect)
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elif cube == 0:
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rock_scale = pygame.transform.scale(self.rock, (size, size))
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win.blit(self.dirt, cube_rect)
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win.blit(rock_scale, cube_rect)
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win.blit(rock_scale, cube_rect)
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elif cube == 1:
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weed_scale = pygame.transform.scale(self.weeds, (size,size))
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weed_scale = pygame.transform.scale(self.weeds, (size, size))
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win.blit(self.grass, cube_rect)
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win.blit(weed_scale, cube_rect)
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elif cube in(2,3,4,5):
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win.blit(self.grass, cube_rect)
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elif cube in (2, 3, 4, 5):
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win.blit(self.grass, cube_rect)
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elif cube == 10:
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win.blit(self.soil, cube_rect)
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else:
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win.blit(self.dirt, cube_rect)
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win.blit(self.dirt, cube_rect)
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def is_rock(self, row, col):
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return self.board[row][col] == 0
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def is_weed(self,row,col):
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def is_weed(self, row, col):
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return self.board[row][col] == 1
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def set_grass(self,row,col):
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self.board[row][col]=2
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def set_grass(self, row, col):
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self.board[row][col] = 2
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def is_dirt(self,row,col):
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return self.board[row][col] in (6,7,8,9)
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def is_dirt(self, row, col):
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return self.board[row][col] in (6, 7, 8, 9)
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def set_soil(self, row, col):
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self.board[row][col] = 10
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83
kolejka.py
83
kolejka.py
@ -1,80 +1,39 @@
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from constant import width, height, rows, cols
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from constant import rows, cols
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class Stan:
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def __init__(self, row, col, dir):
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def __init__(self, row, col, direction):
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self.p = []
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self.a = ""
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self.row = row
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self.col = col
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self.direction = dir
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self.direction = direction
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def __str__(self):
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return f"row: {self.row}, col: {self.col}, direction: {self.direction}"
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def parrent(self, stan, action):
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if(len(self.p) == 0):
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if len(self.p) == 0:
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self.p.append(stan)
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self.a = action
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def succ(self, action, board):
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if(action == "up"):
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if(self.direction == "left"):
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if not board.is_rock(max(self.col - 1, 0), self.row):
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return Stan( self.row , max(self.col - 1, 0), self.direction)
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return Stan(self.row, self.col, self.direction)
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if(self.direction == "up"):
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if not board.is_rock(self.col, max(self.row - 1, 0)):
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return Stan(max(self.row - 1,0) , self.col, self.direction)
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return Stan(self.row, self.col, self.direction)
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if(self.direction == "right"):
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if not board.is_rock(min(self.col + 1, cols - 1), self.row):
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return Stan(self.row, min(self.col + 1, cols - 1) , self.direction)
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return Stan(self.row, self.col, self.direction)
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if(self.direction == "down"):
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if not board.is_rock(self.col, min(self.row + 1,rows - 1 )):
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return Stan(min(self.row + 1,rows - 1 ) , self.col, self.direction)
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return Stan(self.row, self.col, self.direction)
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if(action == "left"):
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if(self.direction == "left"):
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return Stan(self.row , self.col, "down")
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if(self.direction == "up"):
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return Stan(self.row, self.col, "left")
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if(self.direction == "right"):
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return Stan(self.row, self.col, "up")
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if(self.direction == "down"):
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return Stan(self.row, self.col , "right")
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if(action == "right"):
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if(self.direction == "left"):
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return Stan(self.row, self.col, "up")
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if(self.direction == "up"):
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return Stan(self.row, self.col, "right")
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if(self.direction == "right"):
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return Stan(self.row, self.col, "down")
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if(self.direction == "down"):
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return Stan(self.row, self.col,"left")
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move_offsets = {
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"up": {"up": (-1, 0), "left": (0, -1), "down": (1, 0), "right": (0, 1)},
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"left": {"up": "left", "left": "down", "down": "right", "right": "up"},
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"right": {"up": "right", "right": "down", "down": "left", "left": "up"}
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}
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class Kolejka:
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def __init__(self):
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self.id = 0
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self.len = 0
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self.stany = []
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if action == "up":
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row_offset, col_offset = move_offsets[action][self.direction]
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new_row = self.row + row_offset
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new_col = self.col + col_offset
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if 0 <= new_row < rows and 0 <= new_col < cols and not board.is_rock(new_row, new_col):
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return Stan(new_row, new_col, self.direction)
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def dodaj_stan(self, stan):
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self.stany.append(stan)
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self.len += 1
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def usun_stan(self):
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if not self.czy_pusta():
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self.id += 1
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return self.stany[self.id - 1]
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else:
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raise IndexError("Kolejka stanów jest pusta")
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elif action in ["left", "right"]:
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new_direction = move_offsets[action][self.direction]
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return Stan(self.row, self.col, new_direction)
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def czy_pusta(self):
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return self.len <= self.id
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def check(self, stan):
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indeks = 0
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for i in self.stany:
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if(stan.direction == i.direction and stan.col == i.col and stan.row == i.row):
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return True
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return False
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return None
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class Odwiedzone:
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def __init__(self):
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97
main.py
97
main.py
@ -2,8 +2,8 @@ import pygame
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from board import Board
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from constant import width, height, rows, cols
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from tractor import Tractor
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from kolejka import Stan, Kolejka, Odwiedzone
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from kolejka import Stan, Odwiedzone
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from queue import Queue
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@ -13,7 +13,7 @@ WIN = pygame.display.set_mode((width, height))
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pygame.display.set_caption('Inteligenty Traktor')
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def goal_test(elem, goaltest, board):
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if board.is_rock(goaltest.col, goaltest.row):
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if board.is_rock(goaltest.row, goaltest.col):
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return True
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if((elem.row == goaltest.row) and (elem.col == goaltest.col)):
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return True
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@ -21,38 +21,46 @@ def goal_test(elem, goaltest, board):
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return False
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def actions(elem, istate):
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akcje = []
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while((elem.row != istate.row) or (elem.col != istate.col) or (elem.direction != istate.direction)):
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while (elem.row != istate.row) or (elem.col != istate.col) or (elem.direction != istate.direction):
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akcje.append(elem.a)
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elem = elem.p[0]
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return akcje[::-1] # Odwracamy kolejność, aby akcje były w poprawnej sekwencji
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return akcje
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def graphsearch(istate, goaltest, board):
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explored = Odwiedzone()
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fringe = Kolejka()
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fringe.dodaj_stan(istate)
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fringe = Queue()
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fringe.put(istate)
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moves = ["up", "left", "right"]
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while not fringe.czy_pusta():
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elem = fringe.usun_stan()
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while not fringe.empty():
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elem = fringe.get()
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if goal_test(elem, goaltest, board):
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return actions(elem, istate)
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explored.dodaj_stan(elem)
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for action in moves:
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stan = elem.succ(action, board)
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if((not fringe.check(stan)) and (not explored.check(stan))):
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stan.parrent(elem, action)
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fringe.dodaj_stan(stan)
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if stan is not None:
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if((not fringe_check(fringe,stan)) and (not explored.check(stan))):
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stan.parrent(elem, action)
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fringe.put(stan)
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return "Brak sciezki"
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def fringe_check(fringe, stan): # Funkcja pomocnicza do sprawdzania stanu w kolejce
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with fringe.mutex:
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for item in fringe.queue:
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if stan.direction == item.direction and stan.col == item.col and stan.row == item.row:
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return True
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return False
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def main():
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rotation = ["left", "up", "right", "down"]
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initial_state = Stan(4,4, "down")
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goaltest = Stan(1,1, "up")
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run = True
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clock = pygame.time.Clock()
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board = Board()
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board.load_images()
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actions = graphsearch(initial_state, goaltest, board)
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print("akcje: >",actions )
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akcje = graphsearch(initial_state, goaltest, board)
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print("akcje: >",akcje )
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tractor = Tractor(4, 4)
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while run:
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clock.tick(fps)
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@ -61,63 +69,14 @@ def main():
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if event.type == pygame.QUIT:
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run = False
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if actions:
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action = actions.pop() # Pobierz kolejną akcję z listy
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if akcje:
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action = akcje.pop(0) # Pobierz kolejną akcję z listy
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if action == "left":
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if tractor.direction == "up":
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tractor.direction = "left"
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elif tractor.direction == "down":
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tractor.direction = "right"
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elif tractor.direction == "left":
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tractor.direction = "down"
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elif tractor.direction == "right":
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tractor.direction = "up"
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tractor.turn_left()
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elif action == "right":
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if tractor.direction == "up":
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tractor.direction = "right"
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elif tractor.direction == "down":
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tractor.direction = "left"
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elif tractor.direction == "left":
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tractor.direction = "up"
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elif tractor.direction == "right":
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tractor.direction = "down"
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tractor.turn_right()
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elif action == "up":
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if (tractor.direction == "up" and tractor.row > 0):
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if board.is_weed(tractor.col, tractor.row - 1):
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board.set_grass(tractor.col, tractor.row - 1)
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tractor.row -= 1
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elif board.is_dirt(tractor.col, tractor.row - 1):
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board.set_soil(tractor.col, tractor.row - 1)
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tractor.row -= 1
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elif not board.is_rock(tractor.col, tractor.row - 1):
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tractor.row -= 1
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elif (tractor.direction == "left" and tractor.col > 0):
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if board.is_weed(tractor.col - 1, tractor.row):
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board.set_grass(tractor.col - 1, tractor.row)
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tractor.col -= 1
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elif board.is_dirt(tractor.col - 1, tractor.row):
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board.set_soil(tractor.col - 1, tractor.row)
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tractor.col -= 1
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elif not board.is_rock(tractor.col - 1, tractor.row):
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tractor.col -= 1
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elif (tractor.direction == "down" and tractor.row < rows - 1):
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if board.is_weed(tractor.col, tractor.row + 1):
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board.set_grass(tractor.col, tractor.row + 1)
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tractor.row += 1
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elif board.is_dirt(tractor.col, tractor.row + 1):
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board.set_soil(tractor.col, tractor.row + 1)
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tractor.row += 1
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elif not board.is_rock(tractor.col, tractor.row + 1):
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tractor.row += 1
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elif (tractor.direction == "right" and tractor.col < cols - 1):
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if board.is_weed(tractor.col + 1, tractor.row):
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board.set_grass(tractor.col + 1, tractor.row)
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tractor.col += 1
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elif board.is_dirt(tractor.col + 1, tractor.row):
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board.set_soil(tractor.col + 1, tractor.row)
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tractor.col += 1
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elif not board.is_rock(tractor.col + 1, tractor.row):
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tractor.col += 1
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tractor.move_forward(board)
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board.draw_cubes(WIN)
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57
tractor.py
57
tractor.py
@ -1,5 +1,6 @@
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import pygame
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from constant import size
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from constant import size, rows, cols
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class Tractor:
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def __init__(self, row, col):
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self.row = row
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@ -8,10 +9,60 @@ class Tractor:
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"up": pygame.image.load("tractor/up.png"),
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"down": pygame.image.load("tractor/down.png"),
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"left": pygame.image.load("tractor/left.png"),
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"right":pygame.image.load("tractor/right.png")
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"right": pygame.image.load("tractor/right.png")
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}
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self.direction = "down"
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def draw(self, win):
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tractor_image = self.images[self.direction]
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win.blit(tractor_image, (self.col*size, self.row*size))
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win.blit(tractor_image, (self.col * size, self.row * size))
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def turn_left(self):
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if self.direction == "up":
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self.direction = "left"
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elif self.direction == "left":
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self.direction = "down"
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elif self.direction == "down":
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self.direction = "right"
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elif self.direction == "right":
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self.direction = "up"
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def turn_right(self):
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if self.direction == "up":
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self.direction = "right"
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elif self.direction == "right":
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self.direction = "down"
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elif self.direction == "down":
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self.direction = "left"
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elif self.direction == "left":
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self.direction = "up"
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def move_forward(self, board):
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if self.direction == "up" and self.row > 0:
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if not board.is_rock(self.row - 1, self.col):
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if board.is_weed(self.row - 1, self.col):
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board.set_grass(self.row - 1, self.col)
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elif board.is_dirt(self.row - 1, self.col):
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board.set_soil(self.row - 1, self.col)
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self.row -= 1
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elif self.direction == "left" and self.col > 0:
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if not board.is_rock(self.row, self.col - 1):
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if board.is_weed(self.row, self.col - 1):
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board.set_grass(self.row, self.col - 1)
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elif board.is_dirt(self.row, self.col - 1):
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board.set_soil(self.row, self.col - 1)
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self.col -= 1
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elif self.direction == "down" and self.row < rows - 1:
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if not board.is_rock(self.row + 1, self.col):
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if board.is_weed(self.row + 1, self.col):
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board.set_grass(self.row + 1, self.col)
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elif board.is_dirt(self.row + 1, self.col):
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board.set_soil(self.row + 1, self.col)
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self.row += 1
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elif self.direction == "right" and self.col < cols - 1:
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if not board.is_rock(self.row, self.col + 1):
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if board.is_weed(self.row, self.col + 1):
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board.set_grass(self.row, self.col + 1)
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elif board.is_dirt(self.row, self.col + 1):
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board.set_soil(self.row, self.col + 1)
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self.col += 1
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