Male_zoo_Projekt_SI/main.py

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from enum import Enum
import random
import pygame
import sys
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from animals import create_animals
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from agent import Agent
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from enclosure import Enclosure, create_enclosures
from spawner import Spawner
from state_space_search import graphsearch
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from terrain_obstacle import Terrain_Obstacle
BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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GRID_SIZE = 50
GRID_WIDTH = 30
GRID_HEIGHT = 15
pygame.init()
WINDOW_SIZE = (GRID_WIDTH * GRID_SIZE, GRID_HEIGHT * GRID_SIZE)
screen = pygame.display.set_mode(WINDOW_SIZE)
pygame.display.set_caption("Mini Zoo")
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background_image = pygame.image.load('images/tło.jpg')
background_image = pygame.transform.scale(background_image, WINDOW_SIZE)
fenceH = pygame.image.load('images/fenceHor.png')
fenceV = pygame.image.load('images/fenceVer.png')
gate = pygame.image.load('images/gate.png')
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puddle_image = pygame.image.load('images/puddle.png')
bush_image = pygame.image.load('images/bush.png')
obstacles = set()
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animals_position = set()
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terrain_obstacles_position = set()
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Animals = create_animals()
Enclosures = create_enclosures()
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puddle1 = Terrain_Obstacle(0,0,'puddle', puddle_image)
puddle2 = Terrain_Obstacle(0,0,'puddle', puddle_image)
puddle3 = Terrain_Obstacle(0,0,'puddle', puddle_image)
puddle4 = Terrain_Obstacle(0,0,'puddle', puddle_image)
puddle5 = Terrain_Obstacle(0,0,'puddle', puddle_image)
puddle6 = Terrain_Obstacle(0,0,'puddle', puddle_image)
puddle7 = Terrain_Obstacle(0,0,'puddle', puddle_image)
bush1 = Terrain_Obstacle(0,0,'bush', bush_image)
bush2 = Terrain_Obstacle(0,0,'bush', bush_image)
bush3 = Terrain_Obstacle(0,0,'bush', bush_image)
bush4 = Terrain_Obstacle(0,0,'bush', bush_image)
bush5 = Terrain_Obstacle(0,0,'bush', bush_image)
Terrain_Obstacles = [puddle1, puddle2, puddle3, puddle4, puddle5, puddle6, puddle7, bush1, bush2, bush3, bush4, bush5]
def draw_grid():
for y in range(0, GRID_HEIGHT * GRID_SIZE, GRID_SIZE):
for x in range(0, GRID_WIDTH * GRID_SIZE, GRID_SIZE):
rect = pygame.Rect(x, y, GRID_SIZE, GRID_SIZE)
pygame.draw.rect(screen, BLACK, rect, 1)
def draw_enclosures():
for enclosure in Enclosures:
enclosure.draw(screen, GRID_SIZE)
def draw_gates():
for enclosure in Enclosures:
enclosure.gatebuild(screen, GRID_SIZE)
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def draw_Animals():
for Animal in Animals:
Animal.draw(screen, GRID_SIZE)
if Animal.feed() == 'True':
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Animal.draw_exclamation(screen, GRID_SIZE, Animal.x, Animal.y)
else:
Animal.draw_food(screen,GRID_SIZE,Animal.x,Animal.y)
def spawn_all_animals():
for Animal in Animals:
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spawner1 = Spawner(Animal)
spawner1.spawn_animal(obstacles, animals_position, Enclosures)
def draw_Terrain_Obstacles():
for terrain_obstacle in Terrain_Obstacles:
terrain_obstacle.draw(screen, GRID_SIZE)
def spawn_obstacles():
for terrain_obstacle in Terrain_Obstacles:
spawner2= Spawner(terrain_obstacle)
spawner2.spawn_terrain_obstacles(obstacles,animals_position, terrain_obstacles_position, GRID_WIDTH, GRID_HEIGHT)
obstacles = set()
def generate_obstacles():
for en in Enclosures:
# Pobierz współrzędne bramy
gate_x, gate_y = en.gate
gate_x -= 1
gate_y -= 1
# Dodaj lewy brzeg prostokąta
for y in range(en.y1, en.y2 + 1):
if (en.x1, y) != (gate_x, gate_y):
obstacles.add((en.x1, y))
# Dodaj prawy brzeg prostokąta
for y in range(en.y1, en.y2 + 1):
if (en.x2, y) != (gate_x, gate_y):
obstacles.add((en.x2, y))
# Dodaj górny brzeg prostokąta
for x in range(en.x1+1, en.x2):
if (x, en.y1) != (gate_x, gate_y):
obstacles.add((x, en.y1))
# Dodaj dolny brzeg prostokąta
for x in range(en.x1+1, en.x2):
if (x, en.y2) != (gate_x, gate_y):
obstacles.add((x, en.y2))
return obstacles
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cost_map = {}
def generate_cost_map():
adult_animal_cost = 10
baby_animal_cost = 5
puddle_cost = 50
bush_cost = 20
wall_cost = 1000
for animal in Animals:
if animal.adult:
cost_map[(animal.x + 1, animal.y + 1)] = baby_animal_cost
cost_map[(animal.x + 1, animal.y)] = baby_animal_cost
cost_map[(animal.x, animal.y + 1)] = baby_animal_cost
cost_map[(animal.x, animal.y)] = adult_animal_cost
else:
cost_map[(animal.x, animal.y)] = baby_animal_cost
for terrain_obstacle in Terrain_Obstacles:
if terrain_obstacle.type == 'puddle':
cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = puddle_cost
else:
cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = bush_cost
for wall in Walls:
cost_map[wall[0], wall[1]] = wall_cost
# Inne pola z różnym kosztem
# cost_map[(x, y)] = cost_value
# region Fields Tests
available_fields_small = set()
available_fields_large = set()
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WHITE = (255,255,255)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)
BLACK = (0, 0, 0)
def generate_available_fields():
for enclosure in Enclosures:
for x in range(enclosure.x1 + 1, enclosure.x2):
for y in range(enclosure.y1 + 1, enclosure.y2):
field = (x, y)
if field not in obstacles:
available_fields_small.add(field)
if x < enclosure.x2 - 1 and y < enclosure.y2 - 1:
available_fields_large.add(field)
def draw_fields(fields, color):
for field in fields:
x, y = field
pygame.draw.rect(screen, color, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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def available_fields_tests():
obstacles = generate_obstacles()
while True:
screen.fill(WHITE)
draw_grid()
draw_fields(obstacles, BLACK)
generate_available_fields()
draw_fields(available_fields_small, GREEN)
draw_fields(available_fields_large, YELLOW)
# Odświeżenie ekranu
pygame.display.flip()
# endregion
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# region Main Code
def main():
initial_state = (0,0,'S')
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agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
obstacles = generate_obstacles()
actions = []
clock = pygame.time.Clock()
spawned = False
while True:
# Manualne poruszanie agentem
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
agent.handle_event(event, GRID_WIDTH, GRID_HEIGHT, Animals, obstacles)
screen.blit(background_image,(0,0))
draw_grid()
draw_enclosures()
draw_gates()
if not spawned:
spawn_all_animals()
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spawn_obstacles()
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generate_cost_map()
for animal in Animals:
animal._feed = 2 # Ustawienie aby zwierzę było głodne
spawned = True
draw_Animals()
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draw_Terrain_Obstacles()
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agent.draw(screen, GRID_SIZE)
pygame.display.flip()
clock.tick(10)
if actions:
action = actions.pop(0)
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agent.move(action, GRID_WIDTH, GRID_HEIGHT, obstacles, Animals, goal)
pygame.time.wait(200)
else:
animal = random.choice(Animals)
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goal = (animal.x, animal.y)
# --- Zaznaczenie celu ---
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pygame.draw.rect(screen, RED, (animal.x * GRID_SIZE, animal.y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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pygame.display.flip()
pygame.time.delay(2000)
# ------------------------
actions = graphsearch(agent.istate, goal, GRID_WIDTH, GRID_HEIGHT, obstacles, cost_map)
# endregion
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Walls = []
# region A* Test
from elephant import Elephant
puddle1 = Terrain_Obstacle(15,8,'puddle', puddle_image)
bush1 = Terrain_Obstacle(15,6,'bush', bush_image)
animal = Elephant(15, 10)
animal1 = Elephant(14, 10)
animal2 = Elephant(13, 10)
animal3 = Elephant(12, 10)
animal4 = Elephant(11, 10)
Animals = [animal, animal1, animal2, animal3, animal4]
Terrain_Obstacles = [puddle1, bush1]
empty_rows = [5, 7, 9]
def generate_test_walls():
for x in range(4,26):
for y in range(0, 15):
if y not in empty_rows:
Walls.append((x, y))
return Walls
def draw_test_walls():
for wall in generate_test_walls():
pygame.draw.rect(screen, BLACK, (wall[0] * GRID_SIZE, wall[1] * GRID_SIZE, GRID_SIZE, GRID_SIZE))
def a_star_testing():
initial_state = (0, 7, 'E')
agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
goal = (29, 7)
actions = []
clock = pygame.time.Clock()
generated = False
while True:
screen.fill(WHITE)
draw_grid()
draw_test_walls()
draw_Terrain_Obstacles()
draw_Animals()
if not generated:
generate_cost_map()
agent.draw(screen, GRID_SIZE)
pygame.draw.rect(screen, RED, (goal[0] * GRID_SIZE, goal[1] * GRID_SIZE, GRID_SIZE, GRID_SIZE))
pygame.display.flip()
clock.tick(10)
if actions:
action = actions.pop(0)
agent.move(action, GRID_WIDTH, GRID_HEIGHT, obstacles, Animals, goal)
pygame.time.wait(100)
else:
actions = graphsearch(agent.istate, goal, GRID_WIDTH, GRID_HEIGHT, obstacles, cost_map)
# endregion
class DebugMode(Enum):
MAIN = 1
AVAILABLE_FIELDS = 2
A_STAR_TESTING = 3
if __name__ == "__main__":
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debug_mode = DebugMode.A_STAR_TESTING
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if debug_mode == DebugMode.MAIN:
main()
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elif debug_mode == DebugMode.AVAILABLE_FIELDS:
available_fields_tests()
elif debug_mode == DebugMode.A_STAR_TESTING:
a_star_testing()