Mateusz Czajka
ae462e2920
Renamed from bfs2 to bfs3. Added koszt to Stan and it's set automatically. Added some ideas about A*.
189 lines
7.2 KiB
Python
189 lines
7.2 KiB
Python
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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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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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'),
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(dCon.CUBE_SIZE, dCon.CUBE_SIZE)),
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Tractor.DIRECTION_WEST: pygame.transform.scale(pygame.image.load('images/traktorW.png'),
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(dCon.CUBE_SIZE, dCon.CUBE_SIZE)),
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Tractor.DIRECTION_EAST: pygame.transform.scale(pygame.image.load('images/traktor.png'),
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(dCon.CUBE_SIZE, dCon.CUBE_SIZE))
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}
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self.direction = Tractor.DIRECTION_EAST # początkowy kierunek wschód
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self.current_tractor_image = self.tractor_images[self.direction]
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self.screen=screen
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self.slot=slot
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self.osprzet = osprzet
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self.clock=clock
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self.slot_hydrate_dict={}
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self.bfs2_flag=bfs2_flag
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def draw_tractor(self):
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self.screen.blit(self.current_tractor_image, (self.slot.x_axis * dCon.CUBE_SIZE, self.slot.y_axis * dCon.CUBE_SIZE))
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pygame.display.update()
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def turn_left(self):
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# zmiana kierunku w lewo
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direction_map = {
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Tractor.DIRECTION_EAST: Tractor.DIRECTION_NORTH,
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Tractor.DIRECTION_NORTH: Tractor.DIRECTION_WEST,
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Tractor.DIRECTION_WEST: Tractor.DIRECTION_SOUTH,
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Tractor.DIRECTION_SOUTH: Tractor.DIRECTION_EAST
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}
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self.direction = direction_map[self.direction]
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self.current_tractor_image = self.tractor_images[self.direction]
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self.draw_tractor()
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def turn_right(self):
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# zmiana kierunku w prawo
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direction_map = {
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Tractor.DIRECTION_EAST: Tractor.DIRECTION_SOUTH,
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Tractor.DIRECTION_SOUTH: Tractor.DIRECTION_WEST,
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Tractor.DIRECTION_WEST: Tractor.DIRECTION_NORTH,
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Tractor.DIRECTION_NORTH: Tractor.DIRECTION_EAST
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}
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self.direction = direction_map[self.direction]
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self.current_tractor_image = self.tractor_images[self.direction]
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self.draw_tractor()
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def move_forward(self, pole):
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next_slot_coordinates = None
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if self.direction == Tractor.DIRECTION_EAST:
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next_slot_coordinates = (self.slot.x_axis + 1, self.slot.y_axis)
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self.current_tractor_image = self.tractor_images[self.direction]
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elif self.direction == Tractor.DIRECTION_WEST:
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next_slot_coordinates = (self.slot.x_axis - 1, self.slot.y_axis)
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self.current_tractor_image = self.tractor_images[self.direction]
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elif self.direction == Tractor.DIRECTION_SOUTH:
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next_slot_coordinates = (self.slot.x_axis, self.slot.y_axis + 1)
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self.current_tractor_image = self.tractor_images[self.direction]
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elif self.direction == Tractor.DIRECTION_NORTH:
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next_slot_coordinates = (self.slot.x_axis, self.slot.y_axis - 1)
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self.current_tractor_image = self.tractor_images[self.direction]
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# sprawdzenie czy następny slot jest dobry
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self.do_move_if_valid(pole,next_slot_coordinates)
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def do_move_if_valid(self,pole, next_slot_coordinates):
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if next_slot_coordinates and pole.is_valid_move(next_slot_coordinates):
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next_slot = pole.get_slot_from_cord(next_slot_coordinates)
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self.slot.redraw_image()
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self.slot = next_slot
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self.draw_tractor()
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return True
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else:
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return False
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def random_move(self, pole):
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self.clock.tick(2)
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# losowanie skrętu
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turn_direction = random.choice([self.turn_left, self.turn_right])
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turn_direction()
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self.clock.tick(5)
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# wykonanie ruchu do przodu z uwzględnieniem aktualnej orientacji
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self.move_forward(pole)
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def reset_pos(self,pole):
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self.do_move_if_valid(pole,(0,0))
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def initial_move(self,pole):
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if (self.bfs2_flag==True):
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index=0
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for y in range (0,dCon.NUM_Y):
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if(y%2==0):
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for x in range(0,dCon.NUM_X):
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if(pole.is_valid_move((x,y))):
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pole.get_slot_from_cord((x,y)).setHydrate(tab[index])
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self.snake_move(pole,x,y)
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index=index+1
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else:
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for x in range(dCon.NUM_X,-1,-1):
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if(pole.is_valid_move((x,y))):
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pole.get_slot_from_cord((x,y)).setHydrate(tab[index])
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self.snake_move(pole,x,y)
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index=index+1
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else:
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for y in range (0,dCon.NUM_Y):
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if(y%2==0):
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for x in range(0,dCon.NUM_X):
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self.snake_move(pole,x,y)
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else:
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for x in range(dCon.NUM_X,-1,-1):
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self.snake_move(pole,x,y)
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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,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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quit()
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def move_by_root(self, root, pole, actions = None):
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for move in root:
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self.slot.redraw_image()
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if move[1] == 'forward':
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self.move_forward(pole)
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if move[1] == 'right':
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self.turn_right()
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if move[1] == 'left':
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self.turn_left()
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for a in actions:
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a()
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self.clock.tick(3)
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#to tak zrobiłam już na później, może się przyda
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def change_osprzet(self, new_osprzet):
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self.osprzet = new_osprzet
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def print_osprzet_info(self):
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print("ID:", self.osprzet.id)
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print("Marka:", self.osprzet.marka)
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print("Model:", self.osprzet.model)
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if self.osprzet.akcje:
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print("Akcje:")
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for akcja in self.osprzet.akcje:
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print("- Typ:", akcja.typ)
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else:
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print("Brak akcji przypisanych do tego sprzętu.")
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def irrigateSlot(self):
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try:
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self.slot.irrigatePlant()
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except:
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pass
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