Merge pull request 'ram' (#11) from ram into master

Reviewed-on: #11
This commit is contained in:
s481834 2024-03-25 10:01:36 +01:00
commit 05e028c171
20 changed files with 454 additions and 127 deletions

1
.gitignore vendored
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__pycache__/
.idea/

47
Akcja.py Normal file
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import Srodek
#w przyszłości trzeba przenieść definicję środków do innego pliku inicjalizującego
class Akcja:
srodki = [] #lista obiektów klasy Srodek
benefits = [] #lista przechowująca benefity płynące z wykonania akcji
def __init__(self, typ):
self.typ = typ
if self.typ == "nawodnienie":
self.srodki.append(Srodek.Srodek(1, "woda", "woda"))
self.srodki.append(Srodek.Srodek(1.5, "powerade", "woda")) #nawadnia lepiej niż woda
self.benefits.append(typ)
self.benefits.append(100)
if self.typ == "zyznosc":
self.srodki.append(Srodek.Srodek(2, "obornik", "nawoz"))
self.srodki.append(Srodek.Srodek(3, "azotan", "nawoz"))
self.srodki.append(Srodek.Srodek(4, "wapno", "nawoz"))
self.srodki.append(Srodek.Srodek(5, "superfosfat", "nawoz"))
self.benefits.append(typ)
self.benefits.append(100)
if self.typ == "wzrost":
self.srodki.append(Srodek.Srodek(6, "witaminy", "odzywka"))
self.srodki.append(Srodek.Srodek(7, "aminokwasy", "odzywka"))
self.srodki.append(Srodek.Srodek(8, "algi morskie", "odzywka"))
self.benefits.append(typ)
self.benefits.append(20)
if self.typ == "grzyb":
self.srodki.append(Srodek.Srodek(9, "mankozeb", "ochrona"))
self.srodki.append(Srodek.Srodek(10, "czosnek", "ochrona")) #tak czosnek zabija grzyby
self.benefits.append("choroba")
self.benefits.append("brak")
if self.typ == "bakteria":
self.srodki.append(Srodek.Srodek(11, "miedź", "ochrona"))
self.srodki.append(Srodek.Srodek(12, "streptomycyna ", "ochrona"))
self.benefits.append("choroba")
self.benefits.append("brak")
if self.typ == "pasożyt":
self.srodki.append(Srodek.Srodek(13, "Cyjantraniliprol", "ochrona"))
self.srodki.append(Srodek.Srodek(14, "Permetryna", "ochrona"))
self.srodki.append(Srodek.Srodek(15, "Abamektyna", "ochrona"))
self.benefits.append("choroba")
self.benefits.append("brak")
def getBenefit(self):
return self.benefits

59
App.py Normal file
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import pygame
import Colors
import Tractor
import Pole
import time
import displayControler as dCon
import Image
import Osprzet
pygame.init()
screen = pygame.display.set_mode((dCon.getScreenWidth(), dCon.getScreenHeihgt()))
image_loader=Image.Image()
image_loader.load_images()
pole=Pole.Pole(screen,image_loader)
pole.draw_grid() #musi byc tutaj wywołane ponieważ inicjalizuje sloty do slownika
#Tractor creation
traktor_slot = pole.get_slot_from_cord((0, 0))
traktor = Tractor.Tractor(traktor_slot, screen, Osprzet.plug)
def init_demo(): #Demo purpose
old_info=""
traktor.draw_tractor()
time.sleep(2)
pole.randomize_colors()
traktor.draw_tractor()
while True:
time.sleep(0.5)
demo_move()
old_info=get_info(old_info)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
def init(demo):
pygame.display.update()
if(demo==True):
init_demo()
#TODO: Implement
def demo_move():
current_slot = traktor.slot
if current_slot:
current_slot.redraw_image() # Przerysowanie obrazu dla aktualnego slotu
traktor.random_move(pole)
def get_info(old_info):
(x,y)=pygame.mouse.get_pos()
new_info=pole.check_collision(x,y)
if(old_info!=new_info):
print(new_info)
return new_info

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Colors.py Normal file
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import random
BLACK = (0, 0, 0)
BROWN = (139, 69, 19)
WHITE = (255, 255, 255)
RED=(255,0,0)
GREEN=(0,255,0)
def random_color():
x=random.randint(0,3)
switcher={0:BROWN,
1:GREEN,
2:RED,
3:WHITE}
return switcher[x]

29
Image.py Normal file
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import pygame
import displayControler as dCon
import random
class Image:
def __init__(self):
self.plants_image_dict={}
self.tractor_image=None
def load_images(self):
files_plants={0:"borowka",
1:"kukurydza",
2:"pszenica",
3:"slonecznik",
4:"winogrono",
5:"ziemniak"}
for index in files_plants:
plant_image=pygame.image.load("images/plants/"+files_plants[index]+".jpg")
plant_image=pygame.transform.scale(plant_image,(dCon.CUBE_SIZE,dCon.CUBE_SIZE))
self.plants_image_dict[files_plants[index]]=plant_image
tractor_image=pygame.image.load("images/traktor.png")
tractor_image=pygame.transform.scale(tractor_image,(dCon.CUBE_SIZE,dCon.CUBE_SIZE))
def return_random_plant(self):
x=random.randint(0,5)
keys=list(self.plants_image_dict.keys())
plant=keys[x]
return (plant,self.plants_image_dict[plant])
def return_plant(self,plant_name):
return (plant_name,self.plants_image_dict[plant_name])

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Osprzet.py Normal file
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import Akcja
class Osprzet:
def __init__(self, id, marka, model, akcje = None):
self.id = id
self.marka = marka
self.model = model
if akcje is None:
self.akcje = []
else:
self.akcje = akcje
plug = Osprzet(1,'Bomet', 'U031')
siewnik = Osprzet(2, "Amazone", "12001-C")
rozsiewacz = Osprzet(3, 'John Deere', 'TF 1500', [Akcja.Akcja("zyznosc")])
opryskiwacz = Osprzet(4, 'John Deere', 'M720', [Akcja.Akcja("grzyb"), Akcja.Akcja("bakterie"), Akcja.Akcja("nawodnienie"), Akcja.Akcja("wzrost")])
header = Osprzet(5, 'John Deere', 'X350R')
#jak istnieją jakieś bardziej profesjonalne nazwy czy lepsze to śmiało zmieńcie

59
Pole.py Normal file
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import displayControler as dCon
import Slot
import Colors
import pygame
import time
import Ui
import math
class Pole:
def __init__(self,screen,image_loader):
self.screen=screen
self.slot_dict={} #Slot are stored in dictionary with key being a Tuple of x and y coordinates so top left slot key is (0,0) and value is slot object
self.ui=Ui.Ui(screen)
self.image_loader=image_loader
def get_slot_from_cord(self,coordinates):
(x_axis,y_axis)=coordinates
return self.slot_dict[(x_axis,y_axis)]
def set_slot(self,coodrinates,slot): #set slot in these coordinates
(x_axis,y_axis)=coodrinates
self.slot_dict[(x_axis,y_axis)]=slot
def get_slot_dict(self): #returns whole slot_dict
return self.slot_dict
#Draw grid and tractor (new one)
def draw_grid(self):
for x in range(0,dCon.NUM_X): #Draw all cubes in X axis
for y in range(0,dCon.NUM_Y): #Draw all cubes in Y axis
new_slot=Slot.Slot(x,y,Colors.BROWN,self.screen,self.image_loader) #Creation of empty slot
self.set_slot((x,y),new_slot) #Adding slots to dict
slot_dict=self.get_slot_dict()
for coordinates in slot_dict:
slot_dict[coordinates].draw()
def randomize_colors(self):
pygame.display.update()
time.sleep(3)
self.ui.render_text("Randomizing Crops")
for coordinates in self.slot_dict:
self.slot_dict[coordinates].set_random_plant()
def change_color_of_slot(self,coordinates,color): #Coordinates must be tuple (x,y) (left top slot has cord (0,0) ), color has to be from defined in Colors.py or custom in RGB value (R,G,B)
self.get_slot_from_cord(coordinates).color_change(color)
def get_neighbor(self, slot, dx, dy):
neighbor_x = slot.x_axis + dx
neighbor_y = slot.y_axis + dy
return self.get_slot_from_cord((neighbor_x, neighbor_y))
def is_valid_move(self, coordinates):
return coordinates in self.slot_dict
def check_collision(self,mouse_x,mouse_y):
mouse_x=math.floor(mouse_x/dCon.CUBE_SIZE)
mouse_y=math.floor(mouse_y/dCon.CUBE_SIZE)
collided=self.get_slot_from_cord((mouse_x,mouse_y))
return collided.print_status()

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Roslina.py Normal file
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import Stan
import Srodek
import random
class Roslina:
nazwa = None #[string]
stan = None #[Stan]
srodek = None #[List<Srodek>]
"""
Nawodnienie (update co 30s):
- pszenica: -8
- kukurydza: -7
- ziemniak: -6
- słonecznik: -5
- borówka: -4
- winogrono: -4
Żyzność (update co 30s):
- pszenica: -7
- kukurydza: -4
- ziemniak: -5
- słonecznik: -3
- borówka: -5
- winogrono: -4
Wzrost (update co 30s):
- pszenica: +8
- kukurydza: +4
- ziemniak: +5
- słonecznik: +3
- borówka: +5
- winogrono: +4
"""
def __init__(self, nazwa, stan, srodek):
self.nazwa = nazwa
self.stan = stan
self.srodek = srodek
def __init__(self,nazwa):
self.nazwa=nazwa
self.stan=Stan.Stan()
self.stan.set_random()
self.srodek=None
def checkSrodek(self):
#może wykorzystać AI do porównywania zdjęć
for i in self.srodek:
for j in self.stan.akcja.srodki:
if i == j:
return i
return False
def doAkcja(self):
# sprawdza jaki srodek do danej akcji i jaki z nich może być użyty przy tej roślinie
# robi akcje
# aktualizuje dane o stanie i zdjęcie w zależności od wykonanej czynności (benefits w klasie akcja) -> (self.stan.akcja.benefits)
x = self.checkSrodek()
# robi akcje
setattr(self.stan, self.stan.akcja.benefits[0], self.stan.akcja.benefits[1])
return
def isAkcja(self):
# sprawdza czy jakaś akcja musi być wykonana, jeżeli tak, to ją wywołuje
# sprawdza czy jeszcze coś trzeba zrobić
self.stan.checkStan()
while self.stan.akcja != None:
self.doAkcja()
self.stan.checkStan()
return
def report_status(self):
return f"Nazwa rosliny: {self.nazwa} "+self.stan.report_all()

41
Slot.py
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import pygame
import displayControler as dCon
import Colors
import random
import Image
import Roslina
BLACK=(0,0,0)
BORDER_COLOR=BLACK
BORDER_THICKNESS=1 #Has to be INT value
class Slot:
def __init__(self,x_axis,y_axis,color,screen): #TODO crop and related to it things handling. for now as a place holder crop=>color
def __init__(self,x_axis,y_axis,color,screen,image_loader):
self.x_axis=x_axis
self.y_axis=y_axis
self.color=color
self.plant_image = None
self.plant=None
self.screen=screen
self.field=pygame.Rect(self.x_axis*dCon.CUBE_SIZE,self.y_axis*dCon.CUBE_SIZE,dCon.CUBE_SIZE,dCon.CUBE_SIZE)
self.image_loader=image_loader
def draw(self):
pygame.draw.rect(self.screen,self.color,self.field,0) #Draw field
pygame.draw.rect(self.screen,BLACK,self.field,BORDER_THICKNESS) #Draw border
pygame.draw.rect(self.screen,Colors.BROWN,self.field,0) #Draw field
pygame.draw.rect(self.screen,Colors.BLACK,self.field,BORDER_THICKNESS) #Draw border
pygame.display.update()
def redraw_image(self):
self.set_image()
def color_change(self,color):
self.color=color
self.plant=color
self.draw()
def set_random_plant(self):
(plant_name,self.plant_image)=self.random_plant()
self.plant=Roslina.Roslina(plant_name)
self.set_image()
def set_image(self):
if self.plant_image is None:
self.plant_image = self.image_loader.return_random_plant()
self.screen.blit(self.plant_image, (self.x_axis * dCon.CUBE_SIZE, self.y_axis * dCon.CUBE_SIZE))
pygame.draw.rect(self.screen, Colors.BLACK, self.field, BORDER_THICKNESS)
def random_plant(self): #Probably will not be used later only for demo purpouse
return self.image_loader.return_random_plant()
def print_status(self):
return f"wspolrzedne: (X:{self.x_axis} Y:{self.y_axis}) "+self.plant.report_status()

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Srodek.py Normal file
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class Srodek:
def __init__(self, id, nazwa, typ):
self.id = id
self.nazwa = nazwa
self.typ = typ

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Stan.py Normal file
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import Akcja
import random
class Stan:
nawodnienie = None #[int] 0-100 (0-60: trzeba podlać), spada w zaleznosci od rosliny: aktualizowane bedzie "w tle"
zyznosc = None #[int] 0-100 (0-60: trzeba użyźnić), spada w zaleznosci od rosliny: aktualizowane bedzie "w tle"
wzrost = None #[int] 0-100 (75-100: scinanie), wzrasta w zaleznosci od rosliny: aktualizowane bedzie "w tle"
choroba = None #[string] brak, grzyb, bakteria, pasożyt
akcja = None #[Akcja]
def __init__(self, nawodnienie, zyznosc, wzrost, choroba):
self.nawodnienie = nawodnienie
self.zyznosc = zyznosc
self.wzrost = wzrost
self.choroba = choroba
def __init__(self):
self.nawodnienie=0
def set_random(self):
self.nawodnienie=random.randint(0,100)
self.zyznosc=random.randint(0,100)
self.wzrost=random.randint(0,100)
self.choroba=random.choice(["brak","grzyb","bakteria","pasozyt"])
def checkStan(self):
# sprawdza stan rośliny i podejmuje akcje jeśli potrzebna
if self.nawodnienie <= 60:
self.akcja = Akcja.Akcja("nawodnienie")
return
elif self.zyznosc <= 60:
self.akcja = Akcja.Akcja("zyznosc")
return
elif self.wzrost >= 75:
self.akcja = Akcja.Akcja("wzrost")
return
elif self.choroba != "brak":
self.akcja = Akcja.Akcja(self.choroba)
return
else:
self.akcja = None
return
def report_all(self):
return f"Nawodnienie: {self.nawodnienie} Zyznosc: {self.zyznosc} Wzrost: {self.wzrost} Choroba: {self.choroba}"

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@ -2,41 +2,52 @@ import pygame
import random
import displayControler as dCon
import Slot
import Osprzet
class Tractor:
def __init__(self,x_axis,y_axis,screen):
self.x_axis=x_axis
self.y_axis=y_axis
def __init__(self,slot,screen, osprzet):
self.tractor_image = pygame.image.load('images/traktor.png')
self.tractor_image = pygame.transform.scale(self.tractor_image, (dCon.CUBE_SIZE, dCon.CUBE_SIZE))
self.screen=screen
self.slot=None
self.slot=slot
self.osprzet = osprzet
def draw_tractor(self):
self.screen.blit(self.tractor_image, (self.x_axis*dCon.CUBE_SIZE,self.y_axis*dCon.CUBE_SIZE))
self.screen.blit(self.tractor_image, (self.slot.x_axis*dCon.CUBE_SIZE,self.slot.y_axis*dCon.CUBE_SIZE))
pygame.display.update()
def move_tractor(self,x):
if(x==0):
if(dCon.isValidMove(self.x_axis + 1, self.y_axis)):
print("Ruch w prawo")
self.x_axis=self.x_axis+1
elif(x==1):
if(dCon.isValidMove(self.x_axis - 1, self.y_axis)):
print("Ruch w lewo")
self.x_axis=self.x_axis-1
elif(x==2):
if(dCon.isValidMove(self.x_axis, self.y_axis + 1)):
print("Ruch w dol")
self.y_axis=self.y_axis+1
elif(x==3):
if(dCon.isValidMove(self.x_axis, self.y_axis - 1)):
print("Ruch w gore")
self.y_axis=self.y_axis-1
self.draw_tractor()
def move_tractor(self, pole, direction):
next_slot = None
if direction == "right" and pole.is_valid_move((self.slot.x_axis + 1, self.slot.y_axis)):
next_slot = pole.get_neighbor(self.slot, 1, 0)
elif direction == "left" and pole.is_valid_move((self.slot.x_axis - 1, self.slot.y_axis)):
next_slot = pole.get_neighbor(self.slot, -1, 0)
elif direction == "down" and pole.is_valid_move((self.slot.x_axis, self.slot.y_axis + 1)):
next_slot = pole.get_neighbor(self.slot, 0, 1)
elif direction == "up" and pole.is_valid_move((self.slot.x_axis, self.slot.y_axis - 1)):
next_slot = pole.get_neighbor(self.slot, 0, -1)
if next_slot:
self.slot = next_slot
self.draw_tractor()
def random_move(self, pole):
directions = ["right", "left", "down", "up"]
direction = random.choice(directions)
self.move_tractor(pole, direction)
def random_move(self):
x=random.randint(0,3)
self.move_tractor(x)
#to tak zrobiłam już na później, może się przyda
def change_osprzet(self, new_osprzet):
self.osprzet = new_osprzet
def print_osprzet_info(self):
print("ID:", self.osprzet.id)
print("Marka:", self.osprzet.marka)
print("Model:", self.osprzet.model)
if self.osprzet.akcje:
print("Akcje:")
for akcja in self.osprzet.akcje:
print("- Typ:", akcja.typ)
else:
print("Brak akcji przypisanych do tego sprzętu.")

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Ui.py Normal file
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import pygame
import displayControler as dCon
import Colors
class Ui:
def __init__(self,screen):
self.screen=screen
self.font='freesansbold.ttf' #Feel free to change it :D
self.font_size=int(32)
def render_text(self,string_to_print):
font=pygame.font.Font(self.font,self.font_size)
text=font.render(string_to_print,True,Colors.BLACK,Colors.WHITE)
textRect=text.get_rect()
textRect.center=(dCon.getScreenWidth() // 2,dCon.getScreenHeihgt() // 2)
self.screen.blit(text,textRect)

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main.py
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import pygame
import Slot
import Tractor
import random
import time
import displayControler as dCon
pygame.init()
BLACK = (0, 0, 0)
BROWN = (139, 69, 19)
WHITE = (255, 255, 255)
RED=(255,0,0)
GREEN=(0,255,0)
screen = pygame.display.set_mode((dCon.getScreenWidth(), dCon.getScreenHeihgt()))
screen.fill(WHITE)
pygame.display.update()
#Tractor creation
traktor=Tractor.Tractor(0,0,screen)
SLOT_DICT={} #Slot are stored in dictionary with key being a Tuple of x and y coordinates so top left slot key is (0,0) and value is slot object
"""#Draw grid and tractor (old one)
def draw_grid():
for x in range(0, 8):
pygame.draw.line(screen, BLACK, (x*CUBE_SIZE, 0), (x*CUBE_SIZE, HEIGHT)) #We got 8 lines in Y axis so to draw them we use x from range <0,7) to make slot manage easier
for y in range(0, 4):
pygame.draw.line(screen, BLACK, (0, y*CUBE_SIZE), (WIDTH, y*CUBE_SIZE)) #We got 4 lines in X axis so to draw them we use y from range <0,4) to make slot manage easier
# Draw tractor
tractor_image = pygame.image.load('images/traktor.png')
tractor_image = pygame.transform.scale(tractor_image, (CUBE_SIZE, CUBE_SIZE))
screen.blit(tractor_image, (CUBE_SIZE - 128, CUBE_SIZE - 128))"""
#Draw grid and tractor (new one)
def draw_grid():
for x in range(0,dCon.NUM_X): #We got 8 cubes in X axis so we use for from 0 to 7 do draw them all
for y in range(0,dCon.NUM_Y): #We got 4 cubes in Y axis so we use for from 0 to 3 to draw them all
new_slot=Slot.Slot(x,y,BROWN,screen) #Creation of empty slot
SLOT_DICT[(x,y)]=new_slot #Adding slots to dict
for entity in SLOT_DICT:
SLOT_DICT[entity].draw()
traktor.draw_tractor()
def change_color_of_slot(coordinates,color): #Coordinates must be tuple (x,y) x from range 0,7 and y in range 0,3 (left top slot has cord (0,0) ), color has to be from defined or custom in RGB value (R,G,B)
SLOT_DICT[coordinates].color_change(color)
def random_color():
x=random.randint(0,3)
switcher={0:BROWN,
1:GREEN,
2:RED,
3:WHITE}
return switcher[x]
#Demo purpose, can be reused for photos of crops in the future(?)
def randomize_colors():
font=pygame.font.Font('freesansbold.ttf',32)
text=font.render('Randomizing crops',True,BLACK,WHITE)
textRect=text.get_rect()
textRect.center=(dCon.getScreenWidth() // 2,dCon.getScreenHeihgt() // 2)
screen.blit(text,textRect)
pygame.display.update()
time.sleep(3)
for coordinates in SLOT_DICT:
SLOT_DICT[coordinates].color_change(random_color())
traktor.draw_tractor()
def init_demo(): #Demo purpose
draw_grid()
time.sleep(2)
randomize_colors()
def demo_move():
SLOT_DICT[(traktor.x_axis,traktor.y_axis)].draw()
traktor.random_move()
init_demo()
while True:
time.sleep(1)
demo_move()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
import App
App.init(demo=True)#DEMO=TRUE WILL INIT DEMO MODE WITH RANDOM COLOR GEN