BFS #17
262
BFS.py
Normal file
262
BFS.py
Normal file
@ -0,0 +1,262 @@
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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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def goalTest1(hIndex):
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for i in list(hIndex.values()):
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if i == 0:
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return False
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return True
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def succ1(state):
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resp = []
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hIndex = state["hydradeIndex"].copy()
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if state["direction"] == "N":
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if state["y"] > 0:
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if hIndex[state["x"], state["y"]-1] == 0:
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hIndex[state["x"], state["y"] - 1] = 1
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resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
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elif state["direction"] == "S":
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if state["y"] < NUM_Y-1:
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if hIndex[state["x"], state["y"]+1] == 0:
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hIndex[state["x"], state["y"] + 1] = 1
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resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
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elif state["direction"] == "E":
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if state["x"] < NUM_X-1:
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if hIndex[state["x"]+1, state["y"]] == 0:
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hIndex[state["x"] + 1, state["y"]] = 1
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resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
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else: #state["zwrot"] == "W"
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if state["x"] > 0:
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if hIndex[state["x"]-1, state["y"]] == 0:
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hIndex[state["x"] - 1, state["y"]] = 1
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resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
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return resp
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def check1(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 BFS1(istate):
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fringe = []
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explored = []
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x = Node.Node(istate)
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fringe.append(x)
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while True:
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if fringe == []:
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return False
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elem = fringe.pop(0)
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if goalTest1(elem.state["hydradeIndex"]):
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x = elem
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tab = []
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while x.parent != None:
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tab.append([x.parent, x.action])
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x = x.parent
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return tab
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explored.append(elem)
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for resp in succ1(elem.state):
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if check1(fringe, resp[1]) and check1(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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fringe.append(x)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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quit()
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def goalTest2(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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resp = []
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if state["direction"] == "N":
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if state["y"] > 0:
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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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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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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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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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return resp
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def check2(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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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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explored = []
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x = Node.Node(istate)
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fringe.append(x)
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while True:
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if fringe == []:
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return False
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elem = fringe.pop(0)
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if goalTest2(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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tab.append([x.parent, x.action])
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x = x.parent
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return tab
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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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x = Node.Node(resp[1])
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x.parent = elem
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x.action = resp[0]
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fringe.append(x)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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quit()
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"""
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def goalTest(hIndex):
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for i in list(hIndex.values()):
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if i == 0:
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return False
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return True
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def succ(state):
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resp = []
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hIndex = state["hydradeIndex"].copy()
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if state["direction"] == "N":
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if state["y"] > 0:
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if hIndex[state["x"], state["y"]-1] == 0:
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hIndex[state["x"], state["y"] - 1] = 1
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resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
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elif state["direction"] == "S":
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if state["y"] < dCon.NUM_Y-1:
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if hIndex[state["x"], state["y"]+1] == 0:
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hIndex[state["x"], state["y"] + 1] = 1
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resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
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elif state["direction"] == "E":
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if state["x"] < dCon.NUM_X-1:
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if hIndex[state["x"]+1, state["y"]] == 0:
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hIndex[state["x"] + 1, state["y"]] = 1
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resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
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else: #state["direction"] == "W"
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if state["x"] > 0:
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if hIndex[state["x"]-1, state["y"]] == 0:
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hIndex[state["x"] - 1, state["y"]] = 1
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resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
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resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
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resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
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return resp
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def check(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 BFS(istate):
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fringe = []
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explored = []
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x = Node.Node(istate)
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fringe.append(x)
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while True:
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if fringe == []:
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return False
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elem = fringe.pop(0)
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if goalTest(elem.state["hydradeIndex"]):
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x = elem
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tab = []
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while x.parent != None:
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tab.append(x.action)
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x = x.parent
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return tab
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explored.append(elem)
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for resp in succ(elem.state):
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if check(fringe, resp[1]) and check(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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fringe.append(x)
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"""
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6
Image.py
6
Image.py
@ -6,6 +6,7 @@ class Image:
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def __init__(self):
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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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def load_images(self):
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files_plants={0:"borowka",
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1:"kukurydza",
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@ -19,6 +20,8 @@ class Image:
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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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def return_random_plant(self):
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x=random.randint(0,5)
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keys=list(self.plants_image_dict.keys())
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@ -27,3 +30,6 @@ class Image:
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def return_plant(self,plant_name):
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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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8
Node.py
Normal file
8
Node.py
Normal file
@ -0,0 +1,8 @@
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class Node:
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state = None #[{stan}]
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parent = None #[Node]
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action = None #[Forward/Right/Left]
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def __init__(self, state):
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self.state = state
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14
Pole.py
14
Pole.py
@ -33,13 +33,18 @@ class Pole:
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slot_dict=self.get_slot_dict()
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for coordinates in slot_dict:
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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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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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for coordinates in self.slot_dict:
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self.slot_dict[coordinates].set_random_plant()
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if(coordinates==(0,0)):
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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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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)
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self.get_slot_from_cord(coordinates).color_change(color)
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@ -55,5 +60,8 @@ class Pole:
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def check_collision(self,mouse_x,mouse_y):
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mouse_x=math.floor(mouse_x/dCon.CUBE_SIZE)
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mouse_y=math.floor(mouse_y/dCon.CUBE_SIZE)
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collided=self.get_slot_from_cord((mouse_x,mouse_y))
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return collided.print_status()
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if(mouse_x<dCon.NUM_X):
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if(mouse_y<dCon.NUM_Y):
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collided=self.get_slot_from_cord((mouse_x,mouse_y))
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return collided.print_status()
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return ""
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@ -78,5 +78,11 @@ class Roslina:
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self.stan.checkStan()
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return
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def return_stan(self):
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return self.stan
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def get_hydrate_stats(self):
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return self.stan.return_hydrate()
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def report_status(self):
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return f"Nazwa rosliny: {self.nazwa} "+self.stan.report_all()
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23
Slot.py
23
Slot.py
@ -15,6 +15,7 @@ class Slot:
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self.screen=screen
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self.field=pygame.Rect(self.x_axis*dCon.CUBE_SIZE,self.y_axis*dCon.CUBE_SIZE,dCon.CUBE_SIZE,dCon.CUBE_SIZE)
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self.image_loader=image_loader
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self.garage_image=None
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def draw(self):
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pygame.draw.rect(self.screen,Colors.BROWN,self.field,0) #Draw field
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@ -39,9 +40,31 @@ 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_garage_image(self):
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self.plant_image=self.image_loader.return_garage()
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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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def return_plant(self):
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return self.plant
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def get_hydrate_stats(self):
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return self.plant.get_hydrate_stats()
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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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def setHydrate(self,index):
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if(index==0):
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self.plant.stan.nawodnienie=random.randint(0,60)
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elif(index==1):
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self.plant.stan.nawodnienie=random.randint(61,100)
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elif(index==-1):
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pass
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3
Stan.py
3
Stan.py
@ -44,5 +44,8 @@ class Stan:
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self.akcja = None
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return
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def return_hydrate(self):
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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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168
Tractor.py
168
Tractor.py
@ -1,41 +1,167 @@
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import time
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import pygame
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import random
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import displayControler as dCon
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import Slot
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import Osprzet
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import Node
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tab = [-1, 0, 0, 0, 0, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 0, 1, 0, 1, 1,
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0, 1, 0, 1, 0, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 0, 0, 0, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
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class Tractor:
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def __init__(self,slot,screen, osprzet):
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self.tractor_image = pygame.image.load('images/traktor.png')
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self.tractor_image = pygame.transform.scale(self.tractor_image, (dCon.CUBE_SIZE, dCon.CUBE_SIZE))
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DIRECTION_NORTH = 'N'
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DIRECTION_SOUTH = 'S'
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DIRECTION_WEST = 'W'
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DIRECTION_EAST = 'E'
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def __init__(self,slot,screen, osprzet,clock,bfs2_flag):
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self.tractor_images = {
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Tractor.DIRECTION_NORTH: pygame.transform.scale(pygame.image.load('images/traktorN.png'),
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(dCon.CUBE_SIZE, dCon.CUBE_SIZE)),
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Tractor.DIRECTION_SOUTH: pygame.transform.scale(pygame.image.load('images/traktorS.png'),
|
||||
(dCon.CUBE_SIZE, dCon.CUBE_SIZE)),
|
||||
Tractor.DIRECTION_WEST: pygame.transform.scale(pygame.image.load('images/traktorW.png'),
|
||||
(dCon.CUBE_SIZE, dCon.CUBE_SIZE)),
|
||||
Tractor.DIRECTION_EAST: pygame.transform.scale(pygame.image.load('images/traktor.png'),
|
||||
(dCon.CUBE_SIZE, dCon.CUBE_SIZE))
|
||||
}
|
||||
self.direction = Tractor.DIRECTION_EAST # początkowy kierunek wschód
|
||||
self.current_tractor_image = self.tractor_images[self.direction]
|
||||
self.screen=screen
|
||||
self.slot=slot
|
||||
self.osprzet = osprzet
|
||||
self.clock=clock
|
||||
self.slot_hydrate_dict={}
|
||||
self.bfs2_flag=bfs2_flag
|
||||
|
||||
|
||||
def draw_tractor(self):
|
||||
self.screen.blit(self.tractor_image, (self.slot.x_axis*dCon.CUBE_SIZE,self.slot.y_axis*dCon.CUBE_SIZE))
|
||||
self.screen.blit(self.current_tractor_image, (self.slot.x_axis * dCon.CUBE_SIZE, self.slot.y_axis * dCon.CUBE_SIZE))
|
||||
pygame.display.update()
|
||||
|
||||
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)
|
||||
def turn_left(self):
|
||||
# zmiana kierunku w lewo
|
||||
direction_map = {
|
||||
Tractor.DIRECTION_EAST: Tractor.DIRECTION_NORTH,
|
||||
Tractor.DIRECTION_NORTH: Tractor.DIRECTION_WEST,
|
||||
Tractor.DIRECTION_WEST: Tractor.DIRECTION_SOUTH,
|
||||
Tractor.DIRECTION_SOUTH: Tractor.DIRECTION_EAST
|
||||
}
|
||||
self.direction = direction_map[self.direction]
|
||||
self.current_tractor_image = self.tractor_images[self.direction]
|
||||
self.draw_tractor()
|
||||
|
||||
if next_slot:
|
||||
def turn_right(self):
|
||||
# zmiana kierunku w prawo
|
||||
direction_map = {
|
||||
Tractor.DIRECTION_EAST: Tractor.DIRECTION_SOUTH,
|
||||
Tractor.DIRECTION_SOUTH: Tractor.DIRECTION_WEST,
|
||||
Tractor.DIRECTION_WEST: Tractor.DIRECTION_NORTH,
|
||||
Tractor.DIRECTION_NORTH: Tractor.DIRECTION_EAST
|
||||
}
|
||||
self.direction = direction_map[self.direction]
|
||||
self.current_tractor_image = self.tractor_images[self.direction]
|
||||
self.draw_tractor()
|
||||
|
||||
def move_forward(self, pole):
|
||||
next_slot_coordinates = None
|
||||
if self.direction == Tractor.DIRECTION_EAST:
|
||||
next_slot_coordinates = (self.slot.x_axis + 1, self.slot.y_axis)
|
||||
self.current_tractor_image = self.tractor_images[self.direction]
|
||||
elif self.direction == Tractor.DIRECTION_WEST:
|
||||
next_slot_coordinates = (self.slot.x_axis - 1, self.slot.y_axis)
|
||||
self.current_tractor_image = self.tractor_images[self.direction]
|
||||
elif self.direction == Tractor.DIRECTION_SOUTH:
|
||||
next_slot_coordinates = (self.slot.x_axis, self.slot.y_axis + 1)
|
||||
self.current_tractor_image = self.tractor_images[self.direction]
|
||||
elif self.direction == Tractor.DIRECTION_NORTH:
|
||||
next_slot_coordinates = (self.slot.x_axis, self.slot.y_axis - 1)
|
||||
self.current_tractor_image = self.tractor_images[self.direction]
|
||||
|
||||
# sprawdzenie czy następny slot jest dobry
|
||||
self.do_move_if_valid(pole,next_slot_coordinates)
|
||||
|
||||
def do_move_if_valid(self,pole, next_slot_coordinates):
|
||||
if next_slot_coordinates and pole.is_valid_move(next_slot_coordinates):
|
||||
next_slot = pole.get_slot_from_cord(next_slot_coordinates)
|
||||
self.slot.redraw_image()
|
||||
self.slot = next_slot
|
||||
self.draw_tractor()
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
def random_move(self, pole):
|
||||
directions = ["right", "left", "down", "up"]
|
||||
direction = random.choice(directions)
|
||||
self.move_tractor(pole, direction)
|
||||
self.clock.tick(2)
|
||||
# losowanie skrętu
|
||||
turn_direction = random.choice([self.turn_left, self.turn_right])
|
||||
turn_direction()
|
||||
self.clock.tick(5)
|
||||
# wykonanie ruchu do przodu z uwzględnieniem aktualnej orientacji
|
||||
self.move_forward(pole)
|
||||
|
||||
def reset_pos(self,pole):
|
||||
self.do_move_if_valid(pole,(0,0))
|
||||
|
||||
def initial_move(self,pole):
|
||||
if (self.bfs2_flag==True):
|
||||
index=0
|
||||
|
||||
for y in range (0,dCon.NUM_Y):
|
||||
if(y%2==0):
|
||||
for x in range(0,dCon.NUM_X):
|
||||
if(pole.is_valid_move((x,y))):
|
||||
pole.get_slot_from_cord((x,y)).setHydrate(tab[index])
|
||||
self.snake_move(pole,x,y)
|
||||
index=index+1
|
||||
else:
|
||||
for x in range(dCon.NUM_X,-1,-1):
|
||||
if(pole.is_valid_move((x,y))):
|
||||
pole.get_slot_from_cord((x,y)).setHydrate(tab[index])
|
||||
self.snake_move(pole,x,y)
|
||||
index=index+1
|
||||
else:
|
||||
for y in range (0,dCon.NUM_Y):
|
||||
if(y%2==0):
|
||||
for x in range(0,dCon.NUM_X):
|
||||
self.snake_move(pole,x,y)
|
||||
else:
|
||||
for x in range(dCon.NUM_X,-1,-1):
|
||||
self.snake_move(pole,x,y)
|
||||
|
||||
|
||||
def snake_move(self,pole,x,y):
|
||||
next_slot_coordinates=(x,y)
|
||||
if(self.do_move_if_valid(pole,next_slot_coordinates)):
|
||||
if x == 0 and y == 0:
|
||||
hydrateIndex = -1
|
||||
elif pole.get_slot_from_cord((x,y)).get_hydrate_stats() < 60:
|
||||
hydrateIndex = 0
|
||||
else:
|
||||
hydrateIndex = 1
|
||||
self.slot_hydrate_dict[(x,y)]= hydrateIndex #Budowanie slownika slotow z poziomem nawodnienia dla traktorka
|
||||
self.clock.tick(10)
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
|
||||
def move_by_root(self, root, pole, actions = None):
|
||||
for move in root:
|
||||
self.slot.redraw_image()
|
||||
if move[1] == 'forward':
|
||||
self.move_forward(pole)
|
||||
if move[1] == 'right':
|
||||
self.turn_right()
|
||||
if move[1] == 'left':
|
||||
self.turn_left()
|
||||
for a in actions:
|
||||
a()
|
||||
|
||||
self.clock.tick(3)
|
||||
|
||||
#to tak zrobiłam już na później, może się przyda
|
||||
def change_osprzet(self, new_osprzet):
|
||||
@ -51,3 +177,9 @@ class Tractor:
|
||||
print("- Typ:", akcja.typ)
|
||||
else:
|
||||
print("Brak akcji przypisanych do tego sprzętu.")
|
||||
def irrigateSlot(self):
|
||||
try:
|
||||
self.slot.irrigatePlant()
|
||||
except:
|
||||
pass
|
||||
|
||||
|
29
Ui.py
29
Ui.py
@ -7,10 +7,35 @@ class Ui:
|
||||
def __init__(self,screen):
|
||||
self.screen=screen
|
||||
self.font='freesansbold.ttf' #Feel free to change it :D
|
||||
self.font_size=int(32)
|
||||
if(dCon.NUM_Y<7):
|
||||
self.font_size=int(15)
|
||||
self.line=20
|
||||
self.first_line=20
|
||||
if(dCon.NUM_Y>=7):
|
||||
self.font_size=int(30)
|
||||
self.line=30
|
||||
self.first_line=30
|
||||
|
||||
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)
|
||||
textRect.center=(dCon.getGameWidth() // 2,dCon.getScreenHeihgt() // 2)
|
||||
self.screen.blit(text,textRect)
|
||||
|
||||
def render_text_to_console(self,string_to_print):
|
||||
font=pygame.font.Font(self.font,self.font_size)
|
||||
self.break_string_to_console(string_to_print)
|
||||
for string in self.to_print:
|
||||
text=font.render(string,True,Colors.BLACK,Colors.WHITE)
|
||||
textRect=text.get_rect()
|
||||
textRect.center=(dCon.getGameWidth()+350/2,self.line)
|
||||
textRect.scale_by(x=350,y=100)
|
||||
self.screen.blit(text,textRect)
|
||||
self.line=self.line+self.first_line
|
||||
def clear_console(self):
|
||||
self.line=self.first_line
|
||||
pygame.draw.rect(self.screen,(0,0,0) , pygame.Rect(dCon.returnConsoleCoordinate(), 0, dCon.getConsoleWidth(), dCon.getScreenHeihgt()), 0)
|
||||
|
||||
def break_string_to_console(self,string_to_print):
|
||||
self.to_print=string_to_print.split(" ")
|
||||
|
@ -1,6 +1,6 @@
|
||||
CUBE_SIZE = 64
|
||||
NUM_X = 20
|
||||
NUM_Y = 12
|
||||
NUM_X = 6
|
||||
NUM_Y = 3
|
||||
|
||||
#returns true if tractor can move to specified slot
|
||||
def isValidMove(x, y):
|
||||
@ -10,8 +10,28 @@ def isValidMove(x, y):
|
||||
return False
|
||||
return True
|
||||
|
||||
def getScreenWidth():
|
||||
|
||||
def getGameWidth():
|
||||
return NUM_X * CUBE_SIZE
|
||||
|
||||
def returnConsoleCoordinate():
|
||||
return NUM_X * CUBE_SIZE
|
||||
|
||||
|
||||
|
||||
|
||||
def getScreenHeihgt():
|
||||
return NUM_Y * CUBE_SIZE
|
||||
|
||||
|
||||
def getScreenWidth(show_console):
|
||||
screen_width=getGameWidth()
|
||||
if(show_console):
|
||||
screen_width=screen_width+350
|
||||
return screen_width
|
||||
|
||||
def getConsoleWidth():
|
||||
return 350
|
||||
|
||||
def getConsoleWidthCenter():
|
||||
return getScreenWidth()+getConsoleWidth()/2
|
BIN
images/garage.png
Normal file
BIN
images/garage.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 11 KiB |
BIN
images/traktorN.png
Normal file
BIN
images/traktorN.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 67 KiB |
BIN
images/traktorS.png
Normal file
BIN
images/traktorS.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 70 KiB |
BIN
images/traktorW.png
Normal file
BIN
images/traktorW.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 65 KiB |
Loading…
Reference in New Issue
Block a user