New surfaces were made (mud, dirt, stone).
Renamed from bfs2 to bfs3. Added koszt to Stan and it's set automatically. Added some ideas about A*.
This commit is contained in:
parent
ab14a34ecf
commit
ae462e2920
6
AStar.py
Normal file
6
AStar.py
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@ -0,0 +1,6 @@
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"""
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f(n) = g(n) + h(n)
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g(n) = dotychczasowy koszt -> dodać currentCost w Node lub brać koszt na nowo przy oddtawrzaniu ścieżki
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h(n) = abs(state['x'] - goalTreassure[0]) + abs(state['y'] - goalTreassure[1]) -> odległość Manhatan -> można zrobić jeszcze drugą wersje gdzie mnoży się razy 5.5 ze wzgledu na średni koszt przejścia
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Należy zaimplementować kolejkę priorytetową oraz zaimplementować algorytm przeszukiwania grafu stanów z uwzględnieniem kosztu za pomocą przerobienia algorytmu przeszukiwania grafu stanów
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"""
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16
App.py
16
App.py
@ -10,6 +10,12 @@ import Ui
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import BFS
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bfs1_flag=False
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bfs2_flag=False #Change this lines to show different bfs implementation
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bfs3_flag=True
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if bfs3_flag:
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Pole.stoneFlag = True
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pygame.init()
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show_console=True
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screen = pygame.display.set_mode((dCon.getScreenWidth(show_console), dCon.getScreenHeihgt()))
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@ -21,9 +27,6 @@ pole=Pole.Pole(screen,image_loader)
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pole.draw_grid() #musi byc tutaj wywołane ponieważ inicjalizuje sloty do slownika
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ui=Ui.Ui(screen)
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#Tractor creation
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bfs1_flag=True
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bfs2_flag=False #Change this lines to show different bfs implementation
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bfs3_flag=False
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traktor_slot = pole.get_slot_from_cord((0, 0))
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traktor = Tractor.Tractor(traktor_slot, screen, Osprzet.opryskiwacz,clock,bfs2_flag)
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@ -39,7 +42,10 @@ def init_demo(): #Demo purpose
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clock.tick(FPS)
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if(start_flag):
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ui.render_text_to_console(string_to_print="Przejazd inicjalizujacy- traktor sprawdza poziom nawodnienia")
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traktor.initial_move(pole)
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if not bfs1_flag:
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time.sleep(2)
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else:
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traktor.initial_move(pole)
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traktor.reset_pos(pole)
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clock.tick(20)
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ui.clear_console()
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@ -61,7 +67,7 @@ def init_demo(): #Demo purpose
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print_to_console("Traktor porusza sie obliczona sciezka BFS")
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traktor.move_by_root(bfsRoot2, pole, [traktor.irrigateSlot])
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if(bfs3_flag):
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bfsRoot3 = BFS.BFS2({'x': 0, 'y': 0, 'direction': "E"})
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bfsRoot3 = BFS.BFS3({'x': 0, 'y': 0, 'direction': "E"})
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#displayControler: NUM_X: 20, NUM_Y: 12 (skarb) CHANGE THIS IN DCON BY HAND!!!!!!!!
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bfsRoot3.reverse()
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print_to_console("Traktor porusza sie obliczona sciezka BFS")
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23
BFS.py
23
BFS.py
@ -3,6 +3,7 @@ import random
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import pygame
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import Node
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from displayControler import NUM_X, NUM_Y
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from Pole import stoneList
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def goalTest1(hIndex):
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@ -93,31 +94,31 @@ def BFS1(istate):
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def goalTest2(state, goalTreassure):
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def goalTest3(state, goalTreassure):
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if state["x"] == goalTreassure[0] and state["y"] == goalTreassure[1]:
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return True
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return False
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def succ2(state):
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def succ3(state):
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resp = []
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if state["direction"] == "N":
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if state["y"] > 0:
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if state["y"] > 0 and (state['x'], state["y"] - 1) not in stoneList:
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resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"]}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
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elif state["direction"] == "S":
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if state["y"] < NUM_Y:
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if state["y"] < NUM_Y and (state['x'], state["y"] + 1) not in stoneList:
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resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"]}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
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elif state["direction"] == "E":
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if state["x"] < NUM_X:
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if state["x"] < NUM_X and (state['x'] + 1, state["y"]) not in stoneList:
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resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"]}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
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else: #state["zwrot"] == "W"
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if state["x"] > 0:
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if state["x"] > 0 and (state['x'] - 1, state["y"]) not in stoneList:
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resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"]}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
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@ -125,14 +126,14 @@ def succ2(state):
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return resp
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def check2(tab, state):
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def check3(tab, state):
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for i in tab:
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if i.state == state:
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return False
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return True
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def BFS2(istate):
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def BFS3(istate):
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goalTreassuere = (random.randint(0,NUM_X-1), random.randint(0,NUM_Y-1))
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print(goalTreassuere)
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fringe = []
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@ -148,7 +149,7 @@ def BFS2(istate):
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elem = fringe.pop(0)
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if goalTest2(elem.state, goalTreassuere):
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if goalTest3(elem.state, goalTreassuere):
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x = elem
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tab = []
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while x.parent != None:
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@ -158,8 +159,8 @@ def BFS2(istate):
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explored.append(elem)
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for resp in succ2(elem.state):
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if check2(fringe, resp[1]) and check2(explored, resp[1]):
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for resp in succ3(elem.state):
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if check3(fringe, resp[1]) and check3(explored, resp[1]):
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x = Node.Node(resp[1])
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x.parent = elem
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x.action = resp[0]
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20
Image.py
20
Image.py
@ -7,23 +7,32 @@ class Image:
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self.plants_image_dict={}
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self.tractor_image=None
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self.garage_image=None
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self.stone_image=None
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def load_images(self):
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files_plants={0:"borowka",
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1:"kukurydza",
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2:"pszenica",
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3:"slonecznik",
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4:"winogrono",
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5:"ziemniak"}
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5:"ziemniak",
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6:"dirt",
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7:"mud"}
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for index in files_plants:
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plant_image=pygame.image.load("images/plants/"+files_plants[index]+".jpg")
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if index >= 6:
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plant_image = pygame.image.load("images/" + files_plants[index] + ".jpg")
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else:
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plant_image=pygame.image.load("images/plants/"+files_plants[index]+".jpg")
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plant_image=pygame.transform.scale(plant_image,(dCon.CUBE_SIZE,dCon.CUBE_SIZE))
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self.plants_image_dict[files_plants[index]]=plant_image
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tractor_image=pygame.image.load("images/traktor.png")
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tractor_image=pygame.transform.scale(tractor_image,(dCon.CUBE_SIZE,dCon.CUBE_SIZE))
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garage=pygame.image.load("images/garage.png")
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self.garage_image=pygame.transform.scale(garage,(dCon.CUBE_SIZE,dCon.CUBE_SIZE))
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stone=pygame.image.load("images/stone.png")
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self.stone_image=pygame.transform.scale(stone,(dCon.CUBE_SIZE,dCon.CUBE_SIZE))
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def return_random_plant(self):
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x=random.randint(0,5)
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x=random.randint(0,7)
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keys=list(self.plants_image_dict.keys())
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plant=keys[x]
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return (plant,self.plants_image_dict[plant])
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@ -32,4 +41,7 @@ class Image:
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return (plant_name,self.plants_image_dict[plant_name])
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def return_garage(self):
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return self.garage_image
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return self.garage_image
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def return_stone(self):
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return self.stone_image
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13
Pole.py
13
Pole.py
@ -6,6 +6,9 @@ import time
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import Ui
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import math
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stoneList = [(3,3), (3,4), (3,5), (3,6), (4,6), (5,6), (6,6), (7,6), (8,6), (9,6), (10,6), (11,6), (12,6), (13,6), (14,6), (15,6), (16,6), (16,7), (16,8), (16,9)]
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stoneFlag = False
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class Pole:
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def __init__(self,screen,image_loader):
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self.screen=screen
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@ -23,7 +26,7 @@ class Pole:
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def get_slot_dict(self): #returns whole slot_dict
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return self.slot_dict
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#Draw grid and tractor (new one)
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def draw_grid(self):
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for x in range(0,dCon.NUM_X): #Draw all cubes in X axis
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@ -35,13 +38,17 @@ class Pole:
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slot_dict[coordinates].draw()
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garage=self.slot_dict[(0,0)]
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garage.set_garage_image()
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if stoneFlag:
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for i in stoneList:
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st=self.slot_dict[i]
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st.set_stone_image()
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def randomize_colors(self):
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pygame.display.update()
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time.sleep(3)
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self.ui.render_text("Randomizing Crops")
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#self.ui.render_text("Randomizing Crops")
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for coordinates in self.slot_dict:
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if(coordinates==(0,0)):
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if(coordinates==(0,0) or coordinates in stoneList):
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continue
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else:
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self.slot_dict[coordinates].set_random_plant()
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45
Roslina.py
45
Roslina.py
@ -32,20 +32,49 @@ class Roslina:
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- słonecznik: +3
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- borówka: +5
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- winogrono: +4
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"""
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Koszt (0-15):
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- pszenica: 7
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- kukurydza: 9
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- ziemniak: 2
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- słonecznik: 5
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- borówka: 3
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- winogrono: 4
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- szuter (ścieżka): 0
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- błoto: 15
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def __init__(self, nazwa, stan, srodek):
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self.nazwa = nazwa
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self.stan = stan
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self.srodek = srodek
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"""
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def __init__(self, nazwa):
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self.nazwa = nazwa
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self.stan = Stan.Stan()
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if nazwa == "dirt":
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self.stan.koszt = 0
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self.stan.nawodnienie = 100
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elif nazwa == "mud":
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self.stan.koszt = 15
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self.stan.nawodnienie = 100
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else:
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self.stan.set_random()
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if nazwa == "pszenica":
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self.stan.koszt = 7
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elif nazwa == "kukurydza":
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self.stan.koszt = 9
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elif nazwa == "ziemniak":
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self.stan.koszt = 2
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elif nazwa == "slonecznik":
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self.stan.koszt = 5
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elif nazwa == "borowka":
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self.stan.koszt = 3
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else: # winogrono
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self.stan.koszt = 4
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self.srodek = None
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def __init__(self,nazwa):
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self.nazwa=nazwa
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self.stan=Stan.Stan()
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self.stan.set_random()
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self.srodek=None
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def checkSrodek(self):
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#może wykorzystać AI do porównywania zdjęć
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5
Slot.py
5
Slot.py
@ -45,6 +45,10 @@ class Slot:
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self.screen.blit(self.plant_image, (self.x_axis * dCon.CUBE_SIZE, self.y_axis * dCon.CUBE_SIZE))
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pygame.draw.rect(self.screen, Colors.BLACK, self.field, BORDER_THICKNESS)
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def set_stone_image(self):
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self.plant_image=self.image_loader.return_stone()
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self.screen.blit(self.plant_image, (self.x_axis * dCon.CUBE_SIZE, self.y_axis * dCon.CUBE_SIZE))
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pygame.draw.rect(self.screen, Colors.BLACK, self.field, BORDER_THICKNESS)
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def random_plant(self): #Probably will not be used later only for demo purpouse
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return self.image_loader.return_random_plant()
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@ -57,6 +61,7 @@ class Slot:
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def print_status(self):
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return f"wspolrzedne: (X:{self.x_axis} Y:{self.y_axis}) "+self.plant.report_status()
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def irrigatePlant(self):
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self.plant.stan.nawodnienie = 100
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3
Stan.py
3
Stan.py
@ -7,6 +7,7 @@ class Stan:
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wzrost = None #[int] 0-100 (75-100: scinanie), wzrasta w zaleznosci od rosliny: aktualizowane bedzie "w tle"
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choroba = None #[string] brak, grzyb, bakteria, pasożyt
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akcja = None #[Akcja]
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koszt = None #[int] 0-15, im więcej tym trudniej wjechać
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@ -48,4 +49,4 @@ class Stan:
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return self.nawodnienie
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def report_all(self):
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return f"Nawodnienie: {self.nawodnienie} Zyznosc: {self.zyznosc} Wzrost: {self.wzrost} Choroba: {self.choroba}"
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return f"Nawodnienie: {self.nawodnienie} Zyznosc: {self.zyznosc} Wzrost: {self.wzrost} Choroba: {self.choroba} Koszt wejścia: {self.koszt}"
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17
Tractor.py
17
Tractor.py
@ -1,6 +1,8 @@
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import time
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import pygame
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import random
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import Pole
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import displayControler as dCon
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import Slot
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import Osprzet
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@ -137,13 +139,14 @@ class Tractor:
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def snake_move(self,pole,x,y):
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next_slot_coordinates=(x,y)
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if(self.do_move_if_valid(pole,next_slot_coordinates)):
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if x == 0 and y == 0:
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hydrateIndex = -1
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elif pole.get_slot_from_cord((x,y)).get_hydrate_stats() < 60:
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hydrateIndex = 0
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else:
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hydrateIndex = 1
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self.slot_hydrate_dict[(x,y)]= hydrateIndex #Budowanie slownika slotow z poziomem nawodnienia dla traktorka
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if (x,y) not in Pole.stoneList:
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if x == 0 and y == 0:
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hydrateIndex = -1
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elif pole.get_slot_from_cord((x,y)).get_hydrate_stats() < 60:
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hydrateIndex = 0
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else:
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hydrateIndex = 1
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self.slot_hydrate_dict[(x,y)]= hydrateIndex #Budowanie slownika slotow z poziomem nawodnienia dla traktorka
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self.clock.tick(10)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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@ -1,6 +1,6 @@
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CUBE_SIZE = 64
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NUM_X = 6
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NUM_Y = 3
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NUM_X = 20
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NUM_Y = 12
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#returns true if tractor can move to specified slot
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def isValidMove(x, y):
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BIN
images/dirt.jpg
Normal file
BIN
images/dirt.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 412 KiB |
BIN
images/mud.jpg
Normal file
BIN
images/mud.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 285 KiB |
BIN
images/stone.png
Normal file
BIN
images/stone.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 549 KiB |
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