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6
.gitignore vendored
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__pycache__/
.idea/
tree.png
dataset/
dataset.zip
__pycache__/

284
AStar.py
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"""
f(n) = g(n) + h(n)
g(n) = dotychczasowy koszt -> dodać currentCost w Node lub brać koszt na nowo przy oddtawrzaniu ścieżki
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
Należy zaimplementować kolejkę priorytetową oraz zaimplementować algorytm przeszukiwania grafu stanów z uwzględnieniem kosztu za pomocą przerobienia algorytmu przeszukiwania grafu stanów
"""
import random
import pygame
import Node
import BFS
from displayControler import NUM_X, NUM_Y
from Pole import stoneList
from queue import PriorityQueue
def getRandomGoalTreasure():
while True:
goalTreasure = (random.randint(0, NUM_X - 1), random.randint(0, NUM_Y - 1)) # Współrzędne celu
if goalTreasure not in stoneList:
break
return goalTreasure
def heuristic(state, goal):
# Oblicz odległość Manhattanowską między aktualnym stanem a celem
manhattan_distance = abs(state['x'] - goal[0]) + abs(state['y'] - goal[1])
return manhattan_distance
'''def get_cost_for_plant(plant_name):
plant_costs = {
"pszenica": 7,
"kukurydza": 9,
"ziemniak": 2,
"slonecznik": 5,
"borowka": 3,
"winogrono": 4,
"mud": 15,
"dirt": 0,
}
if plant_name in plant_costs:
return plant_costs[plant_name]
else:
# Jeśli nazwa rośliny nie istnieje w słowniku, zwróć domyślną wartość
return 0
'''
def A_star(istate, pole, goalTreasure):
# goalTreasure = (random.randint(0,NUM_X-1), random.randint(0,NUM_Y-1))
# #jeśli chcemy używać random musimy wykreslić sloty z kamieniami, ponieważ tez mogą się wylosować i wtedy traktor w ogóle nie rusza
#lub zrobić to jakoś inaczej, np. funkcja szukająca najmniej nawodnionej rośliny
# przeniesione wyżej do funkcji getRandomGoalTreasure, wykorzystywana jest w App.py
# while True:
# goalTreasure = (random.randint(0, NUM_X - 1), random.randint(0, NUM_Y - 1)) # Współrzędne celu
# if goalTreasure not in stoneList:
# break
fringe = PriorityQueue() # Kolejka priorytetowa dla wierzchołków do rozpatrzenia
explored = [] # Lista odwiedzonych stanów
obrot = 1
# Tworzenie węzła początkowego
x = Node.Node(istate)
x.g = 0
x.h = heuristic(x.state, goalTreasure)
fringe.put((x.g + x.h, x)) # Dodanie węzła do kolejki
total_cost = 0
while not fringe.empty():
_, elem = fringe.get() # Pobranie węzła z najniższym priorytetem
if BFS.goalTest3(elem.state, goalTreasure): # Sprawdzenie, czy osiągnięto cel
path = []
cost_list=[]
while elem.parent is not None: # Odtworzenie ścieżki
path.append([elem.parent, elem.action])
elem = elem.parent
for node, action in path:
# Obliczanie kosztu ścieżki dla każdego pola i wyświetlanie
plant_cost = get_plant_name_and_cost_from_coordinates(node.state['x'],node.state['y'], pole)
if action == "left" or action == "right": # Liczenie kosztu tylko dla pól nie będących obrotami
total_cost += obrot
cost_list.append(obrot)
else:
total_cost += plant_cost
cost_list.append(plant_cost)
return path,cost_list,total_cost
explored.append(elem.state)
for resp in succ3A(elem.state):
child_state = resp[1]
if child_state not in explored:
child = Node.Node(child_state)
child.parent = elem
child.action = resp[0]
# Pobranie nazwy rośliny z danego slotu na podstawie współrzędnych
plant_cost = get_plant_name_and_cost_from_coordinates(child_state['x'], child_state['y'], pole)
# Pobranie kosztu dla danej rośliny
#plant_cost = get_cost_for_plant(plant_name)
if child.action == "left" or child.action == "right":
child.g = elem.g + obrot
else:
child.g = elem.g + plant_cost
# Obliczenie heurystyki dla dziecka
child.h = heuristic(child.state, goalTreasure)
in_fringe = False
for priority, item in fringe.queue:
if item.state == child.state:
in_fringe = True
if priority > child.g + child.h:
# Jeśli znaleziono węzeł w kolejce o gorszym priorytecie, zastąp go nowym
fringe.queue.remove((priority, item))
fringe.put((child.g + child.h, child))
break
if not in_fringe:
# Jeśli stan dziecka nie jest w kolejce, dodaj go do kolejki
fringe.put((child.g + child.h, child))
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
return False
def get_plant_name_and_cost_from_coordinates(x, y, pole):
if (x, y) in pole.slot_dict: # Sprawdzenie, czy podane współrzędne znajdują się na polu
slot = pole.slot_dict[(x, y)] # Pobranie slotu na podstawie współrzędnych
if slot.plant: # Sprawdzenie, czy na slocie znajduje się roślina
return slot.plant.stan.koszt # Zwrócenie nazwy rośliny na slocie
else:
return 0 # jeśli na slocie nie ma rośliny
else:
return 0 # jeśli podane współrzędne są poza polem
#to ogólnie identyczna funkcja jak w BFS ale nie chciałam tam ruszać, żeby przypadkiem nie zapsuć do BFS,
#tylko musiałam dodac sprawdzenie kolizji, bo traktor brał sloty z Y których nie ma na planszy
def succ3A(state):
resp = []
if state["direction"] == "N":
if state["y"] > 0 and (state['x'], state["y"] - 1) not in stoneList:
resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
elif state["direction"] == "S":
if state["y"] < NUM_Y - 1 and (state['x'], state["y"] + 1) not in stoneList:
resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
elif state["direction"] == "E":
if state["x"] < NUM_X - 1 and (state['x'] + 1, state["y"]) not in stoneList:
resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
else: #state["direction"] == "W"
if state["x"] > 0 and (state['x'] - 1, state["y"]) not in stoneList:
resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
return resp
def heuristic2(state, goal):
# Oblicz odległość Manhattanowską między aktualnym stanem a celem
manhattan_distance = (abs(state['x'] - goal[0]) + abs(state['y'] - goal[1])) * 2.5
return manhattan_distance
def A_star2(istate, pole, goalTreasure):
# goalTreasure = (random.randint(0,NUM_X-1), random.randint(0,NUM_Y-1))
# #jeśli chcemy używać random musimy wykreslić sloty z kamieniami, ponieważ tez mogą się wylosować i wtedy traktor w ogóle nie rusza
#lub zrobić to jakoś inaczej, np. funkcja szukająca najmniej nawodnionej rośliny
# przeniesione wyżej do funkcji getRandomGoalTreasure, wykorzystywana jest w App.py
# while True:
# goalTreasure = (random.randint(0, NUM_X - 1), random.randint(0, NUM_Y - 1)) # Współrzędne celu
# if goalTreasure not in stoneList:
# break
fringe = PriorityQueue() # Kolejka priorytetowa dla wierzchołków do rozpatrzenia
explored = [] # Lista odwiedzonych stanów
obrot = 1
# Tworzenie węzła początkowego
x = Node.Node(istate)
x.g = 0
x.h = heuristic2(x.state, goalTreasure)
fringe.put((x.g + x.h, x)) # Dodanie węzła do kolejki
total_cost=0
while not fringe.empty():
_, elem = fringe.get() # Pobranie węzła z najniższym priorytetem
if BFS.goalTest3(elem.state, goalTreasure): # Sprawdzenie, czy osiągnięto cel
path = []
cost_list=[]
while elem.parent is not None: # Odtworzenie ścieżki
path.append([elem.parent, elem.action])
elem = elem.parent
for node, action in path:
# Obliczanie kosztu ścieżki dla każdego pola i wyświetlanie
plant_cost = get_plant_name_and_cost_from_coordinates(node.state['x'],node.state['y'], pole)
if action == "left" or action == "right": # Liczenie kosztu tylko dla pól nie będących obrotami
total_cost += obrot
cost_list.append(obrot)
else:
total_cost += plant_cost
cost_list.append(plant_cost)
return path,cost_list,total_cost
explored.append(elem.state)
for resp in succ3A(elem.state):
child_state = resp[1]
if child_state not in explored:
child = Node.Node(child_state)
child.parent = elem
child.action = resp[0]
# Pobranie nazwy rośliny z danego slotu na podstawie współrzędnych
plant_cost = get_plant_name_and_cost_from_coordinates(child_state['x'], child_state['y'], pole)
if child.action == "left" or child.action == "right":
child.g = elem.g + obrot
else:
child.g = elem.g + plant_cost
# Obliczenie heurystyki dla dziecka
child.h = heuristic2(child.state, goalTreasure)
in_fringe = False
for priority, item in fringe.queue:
if item.state == child.state:
in_fringe = True
if priority > child.g + child.h:
# Jeśli znaleziono węzeł w kolejce o gorszym priorytecie, zastąp go nowym
fringe.queue.remove((priority, item))
fringe.put((child.g + child.h, child))
break
if not in_fringe:
# Jeśli stan dziecka nie jest w kolejce, dodaj go do kolejki
fringe.put((child.g + child.h, child))
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
return False
"""
TO TEST SPEED OF ASTAR
test_speed = False
if test_speed:
time1 = 0
time2 = 0
cost1 = 0
cost2 = 0
for i in range(500):
print(i)
start = time.time()
aStarRoot, cost_list, total_cost = AStar.A_star({'x': 0, 'y': 0, 'direction': "E"}, pole, goalTreasure)
end = time.time()
time1 += end - start
cost1 += total_cost
start = time.time()
aStarRoot2, cost_list, total_cost = AStar.A_star2({'x': 0, 'y': 0, 'direction': "E"}, pole, goalTreasure)
end = time.time()
time2 += end - start
cost2 += total_cost
print(time1, time2)
print(float(cost1 / 1000), float(cost2 / 1000))
"""

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@ -4,44 +4,36 @@ 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
benefits = {} #słownik typu string, przechowujący 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)
self.srodki.append(Srodek(1, "woda", "woda"))
self.srodki.append(Srodek(1.5, "powerade", "woda")) #nawadnia lepiej niż woda
self.benefit["nawodnienie"] = 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)
self.srodki.append(Srodek(2, "obornik", "nawoz"))
self.srodki.append(Srodek(3, "azotan", "nawoz"))
self.srodki.append(Srodek(4, "wapno", "nawoz"))
self.srodki.append(Srodek(5, "superfosfat", "nawoz"))
self.benefits["zyznosc"] = 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)
self.srodki.append(Srodek(6, "witaminy", "odzywka"))
self.srodki.append(Srodek(7, "aminokwasy", "odzywka"))
self.srodki.append(Srodek(8, "algi morskie", "odzywka"))
self.benefits["wzrost"] = 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")
self.srodki.append(Srodek(9, "mankozeb", "ochrona"))
self.srodki.append(Srodek(10, "czosnek", "ochrona")) #tak czosnek zabija grzyby
self.benefit["grzyb"] = "brak"
if self.typ == "bakterie":
self.srodki.append(Srodek(11, "miedź", "ochrona"))
self.srodki.append(Srodek(12, "streptomycyna ", "ochrona"))
self.benefit["grzyb"] = "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")
self.srodki.append(Srodek(13, "Cyjantraniliprol", "ochrona"))
self.srodki.append(Srodek(14, "Permetryna", "ochrona"))
self.srodki.append(Srodek(15, "Abamektyna", "ochrona"))
self.benefits["grzyb"] = "brak"
def getBenefit(self):
return self.benefits

172
App.py

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BFS.py
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import random
import pygame
import Node
from displayControler import NUM_X, NUM_Y
from Pole import stoneList
def goalTest1(hIndex):
for i in list(hIndex.values()):
if i == 0:
return False
return True
def succ1(state):
resp = []
hIndex = state["hydradeIndex"].copy()
if state["direction"] == "N":
if state["y"] > 0:
if hIndex[state["x"], state["y"]-1] == 0:
hIndex[state["x"], state["y"] - 1] = 1
resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
elif state["direction"] == "S":
if state["y"] < NUM_Y-1:
if hIndex[state["x"], state["y"]+1] == 0:
hIndex[state["x"], state["y"] + 1] = 1
resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
elif state["direction"] == "E":
if state["x"] < NUM_X-1:
if hIndex[state["x"]+1, state["y"]] == 0:
hIndex[state["x"] + 1, state["y"]] = 1
resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
else: #state["zwrot"] == "W"
if state["x"] > 0:
if hIndex[state["x"]-1, state["y"]] == 0:
hIndex[state["x"] - 1, state["y"]] = 1
resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
return resp
def check1(tab, state):
for i in tab:
if i.state == state:
return False
return True
def BFS1(istate):
fringe = []
explored = []
x = Node.Node(istate)
fringe.append(x)
while True:
if fringe == []:
return False
elem = fringe.pop(0)
if goalTest1(elem.state["hydradeIndex"]):
x = elem
tab = []
while x.parent != None:
tab.append([x.parent, x.action])
x = x.parent
return tab
explored.append(elem)
for resp in succ1(elem.state):
if check1(fringe, resp[1]) and check1(explored, resp[1]):
x = Node.Node(resp[1])
x.parent = elem
x.action = resp[0]
fringe.append(x)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
def goalTest3(state, goalTreassure):
if state["x"] == goalTreassure[0] and state["y"] == goalTreassure[1]:
return True
return False
def succ3(state):
resp = []
if state["direction"] == "N":
if state["y"] > 0 and (state['x'], state["y"] - 1) not in stoneList:
resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
elif state["direction"] == "S":
if state["y"] < NUM_Y - 1 and (state['x'], state["y"] + 1) not in stoneList:
resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
elif state["direction"] == "E":
if state["x"] < NUM_X - 1 and (state['x'] + 1, state["y"]) not in stoneList:
resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
else: #state["zwrot"] == "W"
if state["x"] > 0 and (state['x'] - 1, state["y"]) not in stoneList:
resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
return resp
def check3(tab, state):
for i in tab:
if i.state == state:
return False
return True
def BFS3(istate,GT):
randomGT=False
if(randomGT==True):
goalTreassuere = (random.randint(0,NUM_X-1), random.randint(0,NUM_Y-1))
else:
goalTreassuere=GT
print(goalTreassuere)
fringe = []
explored = []
x = Node.Node(istate)
fringe.append(x)
while True:
if fringe == []:
return False
elem = fringe.pop(0)
if goalTest3(elem.state, goalTreassuere):
x = elem
tab = []
while x.parent != None:
tab.append([x.parent, x.action])
x = x.parent
return tab
explored.append(elem)
for resp in succ3(elem.state):
if check3(fringe, resp[1]) and check3(explored, resp[1]):
x = Node.Node(resp[1])
x.parent = elem
x.action = resp[0]
fringe.append(x)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
"""
def goalTest(hIndex):
for i in list(hIndex.values()):
if i == 0:
return False
return True
def succ(state):
resp = []
hIndex = state["hydradeIndex"].copy()
if state["direction"] == "N":
if state["y"] > 0:
if hIndex[state["x"], state["y"]-1] == 0:
hIndex[state["x"], state["y"] - 1] = 1
resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
elif state["direction"] == "S":
if state["y"] < dCon.NUM_Y-1:
if hIndex[state["x"], state["y"]+1] == 0:
hIndex[state["x"], state["y"] + 1] = 1
resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
elif state["direction"] == "E":
if state["x"] < dCon.NUM_X-1:
if hIndex[state["x"]+1, state["y"]] == 0:
hIndex[state["x"] + 1, state["y"]] = 1
resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
else: #state["direction"] == "W"
if state["x"] > 0:
if hIndex[state["x"]-1, state["y"]] == 0:
hIndex[state["x"] - 1, state["y"]] = 1
resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
return resp
def check(tab, state):
for i in tab:
if i.state == state:
return False
return True
def BFS(istate):
fringe = []
explored = []
x = Node.Node(istate)
fringe.append(x)
while True:
if fringe == []:
return False
elem = fringe.pop(0)
if goalTest(elem.state["hydradeIndex"]):
x = elem
tab = []
while x.parent != None:
tab.append(x.action)
x = x.parent
return tab
explored.append(elem)
for resp in succ(elem.state):
if check(fringe, resp[1]) and check(explored, resp[1]):
x = Node.Node(resp[1])
x.parent = elem
x.action = resp[0]
fringe.append(x)
"""

View File

@ -1,49 +0,0 @@
#THESE DICTIONARIES ARE USED FOR DISPLAY AND FOR DOCUMENTATION PURPOSES
seasons={
0:"zima",
1:"wiosna",
2:"lato",
3:"jesien"}
time={
0:"rano",
1:"poludnie",
2:"wieczor",
3:"noc"}
rain={
0:"brak",
1:"lekki deszcz",
2:"normalny deszcz",
3:"ulewa"
}
temperature={
0:"bardzo zimno",
1:"zimno",
2:"przecietnie",
3:"cieplo",
4:"upal",}
def getNextSeason(season):
if(season==3):
return 0
else:
return season+1
def getNextTime(currentTime):
if(currentTime==3):
return 0
else:
return currentTime+1
def getAmount(type):
if(type=="seasons"):
return len(seasons)
if(type=="rain"):
return len(rain)
if(type=="time"):
return len(time)
if(type=="temperature"):
return len(temperature)

View File

@ -1,47 +0,0 @@
import random
import Climate
import Ui
class Condition:
def __init__(self):
self.season=self.setRandomSeason()
self.currentTime=self.setRandomTime()
self.rain=self.setRandomRain()
self.temperature=self.setRandomRain()
self.clock=0
def setRandomSeason(self):
return self.randomizer(Climate.getAmount("seasons"))
def setRandomTime(self):
return self.randomizer(Climate.getAmount("time"))
def setRandomRain(self):
return self.randomizer(Climate.getAmount("rain"))
def setRandomTemperature(self):
return self.randomizer(Climate.getAmount("temperature"))
def randomizer(self,max):
return random.randint(0,max-1)
def cycle(self):
if(self.clock==11):
self.currentTime=0
self.rain=self.setRandomRain()
self.temperature=self.setRandomTemperature()
self.season=Climate.getNextSeason(self.season)
self.clock=0
return
else:
self.currentTime=Climate.getNextTime(self.currentTime)
self.rain=self.setRandomRain()
self.temperature=self.setRandomTemperature()
self.clock=self.clock+1
def return_condition(self):
return [self.temperature,self.rain,self.season,self.currentTime]
def getCondition(self):
return ([Climate.temperature[self.temperature],Climate.rain[self.rain],Climate.seasons[self.season],Climate.time[self.currentTime]])

File diff suppressed because it is too large Load Diff

View File

@ -1,248 +0,0 @@
plant_water_level,growth,disease,fertility,tractor_water_level,temperature,rain,season,current_time,action
1,20,0,40,60,2,0,2,1,1
20,40,0,40,60,2,0,2,1,1
87,20,0,40,60,2,0,2,1,0
27,43,1,40,60,2,0,2,1,0
89,56,1,40,60,2,1,1,1,0
67,100,1,37,55,1,3,3,3,0
67,40,1,87,90,4,0,1,0,0
1,20,0,40,60,2,0,0,1,0
20,40,0,40,60,2,0,0,1,0
87,20,0,56,45,2,0,0,2,0
27,43,1,40,60,2,0,0,3,0
89,56,1,40,89,2,1,0,1,0
67,100,1,37,55,1,3,0,3,0
67,40,1,87,90,4,0,0,0,0
1,100,0,45,20,2,0,2,1,0
20,100,0,40,34,0,1,2,0,0
87,100,0,56,60,2,0,1,1,0
27,100,0,89,67,1,2,2,2,0
89,100,0,40,60,2,1,1,1,0
76,100,0,37,55,1,3,3,3,0
67,100,0,87,90,4,0,1,0,0
1,20,0,40,0,2,0,2,1,0
20,40,0,40,0,2,0,2,1,0
87,20,0,40,0,2,0,2,1,0
27,43,1,40,0,2,0,2,1,0
89,56,1,40,0,2,1,1,1,0
67,100,1,37,0,1,3,3,3,0
67,40,1,87,0,4,0,1,0,0
1,20,0,40,0,2,0,0,1,0
20,40,0,40,0,2,0,0,1,0
87,20,0,56,0,2,0,0,2,0
27,43,1,40,0,2,0,0,3,0
89,56,1,40,0,2,1,0,1,0
67,100,1,37,0,1,3,0,3,0
67,40,1,87,0,4,0,0,0,0
1,100,0,45,0,2,0,2,1,0
20,100,0,40,0,0,1,2,0,0
87,100,0,56,0,2,0,1,1,0
27,100,0,89,0,1,2,2,2,0
89,100,0,40,0,2,1,1,1,0
76,100,0,37,0,1,3,3,3,0
67,100,0,87,0,4,0,1,0,0
1,45,0,56,44,2,1,1,1,1
20,55,0,43,34,2,0,2,2,1
15,23,0,23,26,2,1,3,3,1
45,67,0,12,67,3,0,1,0,1
59,88,0,34,87,3,0,2,1,1
32,32,0,32,90,3,0,3,2,1
44,43,0,19,27,2,0,1,3,1
33,11,0,28,76,2,0,2,0,1
54,90,0,44,5,3,0,3,1,1
21,76,0,50,25,3,1,1,2,1
29,64,0,38,36,2,0,2,3,1
11,54,0,65,44,3,1,1,2,1
23,55,0,34,43,3,0,2,1,1
51,32,0,32,62,3,1,3,3,1
54,76,0,21,76,2,0,1,2,1
95,88,0,43,78,2,0,2,1,0
23,23,0,23,9,2,0,3,3,1
44,34,0,91,72,3,0,1,0,1
33,11,0,82,67,3,0,2,2,1
45,9,0,44,50,2,0,3,3,1
21,67,0,50,52,2,1,1,0,1
92,46,0,83,63,3,0,2,1,0
20,55,1,43,34,0,0,2,2,0
15,23,1,23,26,0,1,3,3,0
45,67,1,12,67,0,0,1,0,0
59,88,1,34,87,0,0,2,1,0
32,32,0,32,90,0,0,3,2,0
44,43,0,19,27,4,0,1,3,0
33,11,0,28,76,4,0,2,0,0
54,90,0,44,5,4,0,3,1,0
21,76,0,50,25,4,1,1,2,0
29,64,0,38,36,4,0,2,3,0
11,54,0,65,44,0,1,1,2,0
23,55,0,34,43,0,0,2,1,0
51,32,0,32,62,0,1,3,3,0
80,76,1,39,7,3,0,1,0,0
98,77,0,15,91,1,3,2,3,0
3,48,1,73,41,2,2,0,3,0
20,15,1,97,87,4,1,2,1,0
93,6,0,37,0,0,1,0,1,0
4,31,0,1,5,2,3,1,2,0
42,52,0,33,19,3,2,3,0,0
76,43,0,77,18,4,0,0,3,0
31,13,1,21,42,0,1,2,3,0
96,65,1,63,35,1,3,3,2,0
29,39,0,40,37,3,3,0,0,0
82,53,0,55,9,0,1,3,2,0
21,35,0,58,1,1,2,2,0,0
92,98,0,69,16,3,0,0,1,0
34,23,0,95,2,2,3,0,3,0
36,28,0,62,22,0,1,1,1,0
66,88,1,10,85,3,1,2,3,0
53,51,0,79,90,2,2,3,2,0
9,74,0,60,4,4,1,2,3,1
17,0,0,38,58,1,2,3,0,0
12,76,0,50,25,3,1,1,2,1
92,64,0,38,36,2,0,2,3,0
11,54,0,65,44,3,1,1,2,1
32,55,0,34,43,3,0,2,1,1
15,32,0,32,62,3,1,3,3,1
45,76,0,21,76,2,0,1,2,1
59,88,0,43,78,2,0,2,1,1
32,23,0,23,9,2,0,3,3,1
14,34,0,91,72,3,0,1,0,1
13,11,0,82,67,3,0,2,2,1
45,9,0,44,50,2,0,3,3,1
21,67,0,50,52,2,1,1,0,1
92,46,0,83,63,3,0,2,1,0
2,40,1,34,43,1,3,2,2,0
51,32,1,32,62,2,1,3,3,0
54,76,1,21,76,3,0,1,0,0
98,38,0,50,44,4,0,1,0,0
63,7,0,93,79,2,0,2,1,1
91,59,0,94,24,4,0,3,2,0
11,49,0,54,76,2,0,1,3,1
33,31,0,59,39,3,0,1,3,1
28,50,0,26,0,4,0,2,2,0
54,83,0,36,0,3,0,2,1,0
49,78,0,68,0,2,0,3,2,0
59,21,0,43,100,1,0,3,2,1
1,30,0,52,100,2,0,0,3,0
60,9,0,40,40,3,0,0,3,0
85,94,0,87,85,4,0,1,3,0
79,68,0,56,90,1,0,2,2,1
75,22,0,25,95,1,0,3,2,1
100,51,0,33,12,0,0,2,2,0
90,70,0,71,81,0,0,2,1,0
47,26,0,6,78,4,0,1,1,1
14,89,0,70,18,4,0,1,0,1
99,19,0,74,91,2,0,3,0,0
18,48,0,15,32,2,0,3,0,1
5,57,0,14,34,0,1,1,3,1
22,67,0,9,5,0,1,2,2,0
95,81,0,46,86,1,1,3,1,0
39,65,0,84,0,1,1,0,0,0
84,75,0,30,0,2,1,1,1,0
86,41,0,2,67,2,1,2,2,0
64,53,0,53,47,1,1,3,3,1
69,61,0,0,73,2,1,0,0,0
94,40,1,0,18,3,1,1,2,0
62,82,1,20,50,4,1,2,3,0
57,1,1,17,92,0,1,3,2,0
80,35,1,58,45,0,0,3,1,0
30,47,1,8,47,1,0,2,1,0
82,32,0,99,39,1,3,1,3,0
20,84,0,0,51,2,3,2,3,0
42,88,0,0,54,2,2,2,0,0
66,45,0,91,10,3,2,1,0,0
81,14,0,19,55,3,0,1,2,1
74,37,0,88,78,4,0,3,2,1
89,99,0,100,60,4,0,3,3,0
15,20,0,45,11,0,0,1,3,1
92,28,0,85,90,2,0,1,1,0
55,4,0,13,95,2,0,2,1,1
2,6,0,35,0,2,0,2,0,0
61,56,0,90,0,2,0,3,0,0
76,11,0,61,10,3,0,3,1,1
26,80,0,57,9,3,0,1,2,1
40,44,0,81,8,3,0,2,3,1
50,66,0,23,7,3,0,3,0,1
48,15,0,77,6,2,0,0,1,0
11,54,0,65,44,3,3,1,2,0
23,55,0,34,43,3,3,2,1,0
51,32,0,32,62,3,3,3,3,0
54,76,0,21,76,2,3,1,2,0
95,88,0,43,78,2,3,2,1,0
23,23,0,23,9,2,3,3,3,0
44,34,0,91,72,3,3,1,0,0
33,11,0,82,67,3,3,2,2,0
45,9,0,44,50,2,3,3,3,0
21,67,0,50,52,2,3,1,0,0
92,46,0,83,63,3,3,2,1,0
20,55,1,43,34,0,3,2,2,0
15,23,1,23,26,0,3,3,3,0
45,67,1,12,67,0,3,1,0,0
59,88,1,34,87,0,3,2,1,0
32,32,0,32,90,0,3,3,2,0
1,60,0,55,11,0,1,0,0,1
2,70,0,44,12,1,1,0,1,1
3,44,0,11,13,2,1,0,2,1
4,55,0,34,66,3,0,0,3,1
5,66,0,90,77,0,0,1,2,1
6,22,0,89,88,0,0,2,2,1
7,1,0,45,9,0,1,2,3,1
8,2,0,34,22,3,1,2,3,1
9,3,0,56,34,3,1,0,1,1
10,6,0,78,5,3,0,3,1,1
11,8,0,36,67,2,0,0,0,1
12,59,0,57,23,2,1,1,0,1
13,67,0,29,34,1,1,0,1,1
14,20,0,30,90,1,1,2,2,1
15,21,0,66,89,0,1,3,3,1
44,100,0,91,72,3,3,1,0,0
33,100,0,82,67,3,3,2,2,0
45,100,0,44,50,2,3,3,3,0
21,100,0,50,52,2,3,1,0,0
92,100,0,83,63,3,3,2,1,0
20,100,1,43,34,0,3,2,2,0
15,100,1,23,26,0,3,3,3,0
45,100,1,12,67,0,3,1,0,0
59,100,1,34,87,0,3,2,1,0
32,100,0,32,90,0,3,3,2,0
1,100,0,55,11,0,1,0,0,0
2,100,0,44,12,1,1,0,1,0
3,100,0,11,13,2,1,0,2,0
4,100,0,34,66,3,0,0,3,0
5,100,0,90,77,0,0,1,2,0
6,100,0,89,88,0,0,2,2,0
7,100,0,45,9,0,1,2,3,0
8,100,0,34,22,3,1,2,3,0
9,100,0,56,34,3,1,0,1,0
10,100,0,78,5,3,0,3,1,0
11,100,0,36,67,2,0,0,0,0
12,100,0,57,23,2,1,1,0,0
13,100,0,29,34,1,1,0,1,0
14,100,0,30,90,1,1,2,2,0
15,100,0,66,89,0,1,3,3,0
1,6,0,5,10,4,1,1,3,1
2,7,0,4,20,4,1,2,2,1
3,4,0,11,30,4,1,3,1,1
4,5,0,43,5,2,0,1,2,1
5,6,0,9,17,2,0,2,1,1
6,2,0,98,18,4,0,3,1,1
7,11,0,54,19,4,1,0,2,1
8,20,0,43,22,4,1,1,1,1
9,30,0,65,43,4,1,2,3,1
10,60,0,87,50,1,0,3,3,1
11,80,0,63,76,1,0,0,2,1
12,95,0,75,32,1,1,1,1,1
13,76,0,30,43,2,1,2,0,1
14,2,0,92,9,2,1,3,0,1
1,6,0,5,10,4,3,1,3,0
2,7,0,4,20,4,3,2,2,0
3,4,0,11,30,4,3,3,1,0
4,5,0,43,5,2,3,1,2,0
5,6,0,9,17,2,3,2,1,0
6,2,0,98,18,4,3,3,1,0
7,11,0,54,19,4,3,0,2,0
8,20,0,43,22,4,3,1,1,0
9,30,0,65,43,4,3,2,3,0
10,60,0,87,50,1,3,3,3,0
11,80,0,63,76,1,3,0,2,0
12,95,0,75,32,1,3,1,1,0
13,76,0,30,43,2,3,2,0,0
14,2,0,92,9,2,3,3,0,0
1 plant_water_level growth disease fertility tractor_water_level temperature rain season current_time action
2 1 20 0 40 60 2 0 2 1 1
3 20 40 0 40 60 2 0 2 1 1
4 87 20 0 40 60 2 0 2 1 0
5 27 43 1 40 60 2 0 2 1 0
6 89 56 1 40 60 2 1 1 1 0
7 67 100 1 37 55 1 3 3 3 0
8 67 40 1 87 90 4 0 1 0 0
9 1 20 0 40 60 2 0 0 1 0
10 20 40 0 40 60 2 0 0 1 0
11 87 20 0 56 45 2 0 0 2 0
12 27 43 1 40 60 2 0 0 3 0
13 89 56 1 40 89 2 1 0 1 0
14 67 100 1 37 55 1 3 0 3 0
15 67 40 1 87 90 4 0 0 0 0
16 1 100 0 45 20 2 0 2 1 0
17 20 100 0 40 34 0 1 2 0 0
18 87 100 0 56 60 2 0 1 1 0
19 27 100 0 89 67 1 2 2 2 0
20 89 100 0 40 60 2 1 1 1 0
21 76 100 0 37 55 1 3 3 3 0
22 67 100 0 87 90 4 0 1 0 0
23 1 20 0 40 0 2 0 2 1 0
24 20 40 0 40 0 2 0 2 1 0
25 87 20 0 40 0 2 0 2 1 0
26 27 43 1 40 0 2 0 2 1 0
27 89 56 1 40 0 2 1 1 1 0
28 67 100 1 37 0 1 3 3 3 0
29 67 40 1 87 0 4 0 1 0 0
30 1 20 0 40 0 2 0 0 1 0
31 20 40 0 40 0 2 0 0 1 0
32 87 20 0 56 0 2 0 0 2 0
33 27 43 1 40 0 2 0 0 3 0
34 89 56 1 40 0 2 1 0 1 0
35 67 100 1 37 0 1 3 0 3 0
36 67 40 1 87 0 4 0 0 0 0
37 1 100 0 45 0 2 0 2 1 0
38 20 100 0 40 0 0 1 2 0 0
39 87 100 0 56 0 2 0 1 1 0
40 27 100 0 89 0 1 2 2 2 0
41 89 100 0 40 0 2 1 1 1 0
42 76 100 0 37 0 1 3 3 3 0
43 67 100 0 87 0 4 0 1 0 0
44 1 45 0 56 44 2 1 1 1 1
45 20 55 0 43 34 2 0 2 2 1
46 15 23 0 23 26 2 1 3 3 1
47 45 67 0 12 67 3 0 1 0 1
48 59 88 0 34 87 3 0 2 1 1
49 32 32 0 32 90 3 0 3 2 1
50 44 43 0 19 27 2 0 1 3 1
51 33 11 0 28 76 2 0 2 0 1
52 54 90 0 44 5 3 0 3 1 1
53 21 76 0 50 25 3 1 1 2 1
54 29 64 0 38 36 2 0 2 3 1
55 11 54 0 65 44 3 1 1 2 1
56 23 55 0 34 43 3 0 2 1 1
57 51 32 0 32 62 3 1 3 3 1
58 54 76 0 21 76 2 0 1 2 1
59 95 88 0 43 78 2 0 2 1 0
60 23 23 0 23 9 2 0 3 3 1
61 44 34 0 91 72 3 0 1 0 1
62 33 11 0 82 67 3 0 2 2 1
63 45 9 0 44 50 2 0 3 3 1
64 21 67 0 50 52 2 1 1 0 1
65 92 46 0 83 63 3 0 2 1 0
66 20 55 1 43 34 0 0 2 2 0
67 15 23 1 23 26 0 1 3 3 0
68 45 67 1 12 67 0 0 1 0 0
69 59 88 1 34 87 0 0 2 1 0
70 32 32 0 32 90 0 0 3 2 0
71 44 43 0 19 27 4 0 1 3 0
72 33 11 0 28 76 4 0 2 0 0
73 54 90 0 44 5 4 0 3 1 0
74 21 76 0 50 25 4 1 1 2 0
75 29 64 0 38 36 4 0 2 3 0
76 11 54 0 65 44 0 1 1 2 0
77 23 55 0 34 43 0 0 2 1 0
78 51 32 0 32 62 0 1 3 3 0
79 80 76 1 39 7 3 0 1 0 0
80 98 77 0 15 91 1 3 2 3 0
81 3 48 1 73 41 2 2 0 3 0
82 20 15 1 97 87 4 1 2 1 0
83 93 6 0 37 0 0 1 0 1 0
84 4 31 0 1 5 2 3 1 2 0
85 42 52 0 33 19 3 2 3 0 0
86 76 43 0 77 18 4 0 0 3 0
87 31 13 1 21 42 0 1 2 3 0
88 96 65 1 63 35 1 3 3 2 0
89 29 39 0 40 37 3 3 0 0 0
90 82 53 0 55 9 0 1 3 2 0
91 21 35 0 58 1 1 2 2 0 0
92 92 98 0 69 16 3 0 0 1 0
93 34 23 0 95 2 2 3 0 3 0
94 36 28 0 62 22 0 1 1 1 0
95 66 88 1 10 85 3 1 2 3 0
96 53 51 0 79 90 2 2 3 2 0
97 9 74 0 60 4 4 1 2 3 1
98 17 0 0 38 58 1 2 3 0 0
99 12 76 0 50 25 3 1 1 2 1
100 92 64 0 38 36 2 0 2 3 0
101 11 54 0 65 44 3 1 1 2 1
102 32 55 0 34 43 3 0 2 1 1
103 15 32 0 32 62 3 1 3 3 1
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