Traktor/generate_board.py
2024-06-10 09:09:19 +02:00

245 lines
9.9 KiB
Python

import random
import numpy as np
import pygame
# Wymiary planszy
rows, cols = 10, 10
size = 64
# Klasa reprezentująca planszę
class Board:
def __init__(self):
self.board = []
self.vegetables = []
self.vegetable_names = []
self.load_images()
self.generate_board()
# Metoda do ładowania obrazów
def load_images(self):
try:
self.grass = pygame.image.load("board/grass.png") # Załaduj obraz trawy
self.dirt = pygame.image.load("board/dirt.png") # Załaduj obraz ziemi
self.rock = pygame.image.load("board/rock.png") # Załaduj obraz kamienia
except pygame.error as e:
print(f"Failed to load image: {e}")
self.grass = pygame.Surface((size, size))
self.grass.fill((0, 255, 0)) # Zastępczy kolor zielony (trawa)
self.dirt = pygame.Surface((size, size))
self.dirt.fill((139, 69, 19)) # Zastępczy kolor brązowy (ziemia)
self.rock = pygame.Surface((size, size))
self.rock.fill((128, 128, 128)) # Zastępczy kolor szary (kamień)
# Tworzenie powierzchni dla różnych warzyw
self.warzywa_images = {
"marchewka": [pygame.image.load(f"warzywa/Carrot/{i}.jpg") for i in range(1, 10)],
"ziemniak": [pygame.image.load(f"warzywa/Potato/{i}.jpg") for i in range(1, 10)],
"pomidor": [pygame.image.load(f"warzywa/tomato/{i}.jpg") for i in range(1, 10)],
"fasola": [pygame.image.load(f"warzywa/Bean/{i}.jpg") for i in range(1, 10)],
"dynia": [pygame.image.load(f"warzywa/Pumpkin/{i}.jpg") for i in range(1, 10)],
"rzodkiewka": [pygame.image.load(f"warzywa/Radish/{i}.jpg") for i in range(1, 10)],
"ogorek": [pygame.image.load(f"warzywa/Cucumber/{i}.jpg") for i in range(1, 10)],
"kalafior": [pygame.image.load(f"warzywa/Cauliflower/{i}.jpg") for i in range(1, 10)],
"kapusta": [pygame.image.load(f"warzywa/Cabbage/{i}.jpg") for i in range(1, 10)],
"brokul": [pygame.image.load(f"warzywa/Broccoli/{i}.jpg") for i in range(1, 10)]
}
# Typy warzyw przypisane do liczb
self.vegetable_types = {
"marchewka": 2,
"ziemniak": 3,
"pomidor": 4,
"fasola": 5,
"dynia": 6,
"rzodkiewka": 7,
"ogorek": 8,
"kalafior": 9,
"kapusta": 10,
"brokul": 11
}
def count_vegetable_type(self, vegetable_type):
# Funkcja zliczająca ilość pól z określonym typem warzywa
count = 0
for row in range(rows):
for col in range(cols):
if self.vegetable_names[row][col] == None:
count += 1
return count
# Metoda do generowania początkowej planszy
def generate_board(self):
# Zwiększenie prawdopodobieństwa generowania trawy i kamieni
self.board = [[random.choice([0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]) for _ in range(cols)] for _ in range(rows)]
self.vegetables = [[None for _ in range(cols)] for _ in range(rows)]
self.vegetable_names = [[None for _ in range(cols)] for _ in range(rows)]
# Losowe przypisanie warzyw do planszy
for row in range(rows):
for col in range(cols):
if self.board[row][col] in self.vegetable_types.values():
vegetable_type = list(self.warzywa_images.keys())[self.board[row][col] - 2]
vegetable_image = random.choice(self.warzywa_images[vegetable_type])
self.vegetables[row][col] = vegetable_image
self.vegetable_names[row][col] = vegetable_type
# Metoda do generowania cech gleby
# Metoda oceniająca jakość planszy
def evaluate(self):
score = 0
directions = [(0, 1), (1, 0), (0, -1), (-1, 0)] # Kierunki: prawo, dół, lewo, góra
type_0_count = self.count_vegetable_type(0)
# Sprawdzanie sąsiednich pól dla każdego warzywa
for row in range(rows):
for col in range(cols):
if self.is_vegetable(row, col):
for dr, dc in directions:
new_row, new_col = row + dr, col + dc
if 0 <= new_row < rows and 0 <= new_col < cols:
if self.vegetable_names[row][col] == self.vegetable_names[new_row][new_col]:
score += 1
if type_0_count < 35:
score -= (35 - type_0_count) * 2
return score
# Metoda mutująca planszę
def mutate(self, mutation_rate):
for row in range(rows):
for col in range(cols):
if random.random() < mutation_rate:
self.board[row][col] = random.choice([0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11])
if self.board[row][col] in self.vegetable_types.values():
vegetable_type = list(self.warzywa_images.keys())[self.board[row][col] - 2]
vegetable_image = random.choice(self.warzywa_images[vegetable_type])
self.vegetables[row][col] = vegetable_image
self.vegetable_names[row][col] = vegetable_type
# Metoda krzyżująca planszę z inną planszą
def crossover(self, other_board):
crossover_point = random.randint(0, rows * cols - 1)
for i in range(rows):
for j in range(cols):
if i * cols + j > crossover_point:
self.board[i][j], other_board.board[i][j] = other_board.board[i][j], self.board[i][j]
self.vegetables[i][j], other_board.vegetables[i][j] = other_board.vegetables[i][j], self.vegetables[i][j]
self.vegetable_names[i][j], other_board.vegetable_names[i][j] = other_board.vegetable_names[i][j], self.vegetable_names[i][j]
# Metoda kopiująca planszę
def copy(self):
new_board = Board()
new_board.board = [row[:] for row in self.board]
new_board.vegetables = [row[:] for row in self.vegetables]
new_board.vegetable_names = [row[:] for row in self.vegetable_names]
return new_board
# Sprawdza, czy dane pole zawiera warzywo
def is_vegetable(self, row, col):
return self.board[row][col] in self.vegetable_types.values()
# Rysowanie planszy na oknie pygame
def draw_cubes(self, win):
for row in range(rows):
for col in range(cols):
cube_rect = pygame.Rect(col * size, row * size, size, size)
cube = self.board[row][col]
if cube == 0:
win.blit(self.grass, cube_rect) # Użyj obrazu trawy
elif cube == 1:
rock_scale = pygame.transform.scale(self.rock, (size, size))
win.blit(self.dirt, cube_rect)
win.blit(rock_scale, cube_rect)
else:
if self.vegetables[row][col]:
vegetable_image = pygame.transform.scale(self.vegetables[row][col], (size, size))
win.blit(vegetable_image, cube_rect)
# Funkcja oceniająca planszę (wywołuje metodę evaluate)
def evaluate(board):
return board.evaluate()
# Generowanie początkowej populacji plansz
def generate_population(size):
return [Board() for _ in range(size)]
# Selekcja metodą ruletki
def roulette_wheel_selection(population, fitnesses):
total_fitness = sum(fitnesses)
selection_probs = [f / total_fitness for f in fitnesses]
return population[random.choices(range(len(population)), weights=selection_probs, k=1)[0]]
# Krzyżowanie jednopunktowe
def crossover(parent1, parent2):
child1, child2 = parent1.copy(), parent2.copy()
child1.crossover(child2)
return child1, child2
# Mutacja planszy
def mutate(board, mutation_rate):
board.mutate(mutation_rate)
# Algorytm genetyczny
def genetic_algorithm(pop_size, generations, mutation_rate):
population = generate_population(pop_size)
for generation in range(generations):
fitnesses = [evaluate(board) for board in population]
new_population = [max(population, key=evaluate).copy()] # Elityzm - zachowanie najlepszego osobnika
while len(new_population) < pop_size:
parent1 = roulette_wheel_selection(population, fitnesses)
parent2 = roulette_wheel_selection(population, fitnesses)
offspring1, offspring2 = crossover(parent1, parent2)
mutate(offspring1, mutation_rate)
mutate(offspring2, mutation_rate)
new_population.extend([offspring1, offspring2])
population = new_population[:pop_size]
print(f"Generation {generation}: Best Fitness = {max(fitnesses)}")
best_board = max(population, key=evaluate)
return best_board
# Funkcja do zapisywania planszy jako obraz PNG
def save_board_as_image(board, filename):
surface = pygame.Surface((cols * size, rows * size))
board.draw_cubes(surface)
pygame.image.save(surface, filename)
pop_size = 50
generations = 300
mutation_rate = 0.03
# Inicjalizacja Pygame
pygame.init()
win = pygame.display.set_mode((cols * size, rows * size))
pygame.display.set_caption('Generated Board')
# Generowanie najlepszej planszy
best_board = genetic_algorithm(pop_size, generations, mutation_rate)
# Rysowanie najlepszej planszy
best_board.draw_cubes(win)
pygame.display.update()
# Zapisywanie planszy do pliku
np.save('generated_board.npy', best_board.board)
save_board_as_image(best_board, 'generated_board.png')
# Utrzymanie okna otwartego do zamknięcia przez użytkownika
run = True
needs_redraw = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.MOUSEBUTTONDOWN or event.type == pygame.KEYDOWN:
needs_redraw = True
if needs_redraw:
best_board.draw_cubes(win)
pygame.display.flip()
needs_redraw = False
pygame.quit()