Male_zoo_Projekt_SI/agent.py

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import pygame
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import random
from constants import Constants
from state_space_search import is_border, is_obstacle
from night import draw_night
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from decision_tree import feed_decision
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from constants import Constants
from classification import AnimalClassifier
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const = Constants()
classes = [
"bat",
"bear",
"elephant",
"giraffe",
"owl",
"parrot",
"penguin"
]
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class Agent:
def __init__(self, istate, image_path, grid_size):
self.istate = istate
self.x, self.y, self.direction = istate
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self.grid_size = grid_size
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self.image= pygame.image.load(image_path)
self.image = pygame.transform.scale(self.image, (grid_size, grid_size))
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self._dryfood = 0
self._wetfood = 0
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def draw(self, const):
# Obróć obrazek zgodnie z kierunkiem
if self.direction == 'E':
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self.image= pygame.image.load('images/agent4.png')
elif self.direction == 'S':
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self.image= pygame.image.load('images/agent1.png')
elif self.direction == 'W':
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self.image= pygame.image.load('images/agent3.png')
else: # direction == 'N'
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self.image= pygame.image.load('images/agent2.png')
self.image = pygame.transform.scale(self.image, (const.GRID_SIZE, const.GRID_SIZE))
const.screen.blit(self.image, (self.x * self.grid_size, self.y * self.grid_size))
if const.IS_NIGHT: draw_night(const)
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def handle_event(self, event, max_x, max_y, animals, obstacles,const):
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if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
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self.move('Go Forward', max_x, max_y, obstacles, animals,const)
elif event.key == pygame.K_LEFT:
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self.move('Turn Left', max_x, max_y, obstacles, animals,const)
elif event.key == pygame.K_RIGHT:
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self.move('Turn Right', max_x, max_y, obstacles, animals,const)
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def move(self, action, max_x, max_y, obstacles, animals, goal,const):
if action == 'Go Forward':
new_x, new_y = self.x, self.y
if self.direction == 'N':
new_y -= 1
elif self.direction == 'E':
new_x += 1
elif self.direction == 'S':
new_y += 1
elif self.direction == 'W':
new_x -= 1
# Sprawdź, czy nowe położenie mieści się w granicach kraty i nie jest przeszkodą
if is_border(new_x, new_y, max_x, max_y) and not(is_obstacle(new_x, new_y, obstacles)):
self.x, self.y = new_x, new_y
elif action == 'Turn Left':
self.direction = {'N': 'W', 'W': 'S', 'S': 'E', 'E': 'N'}[self.direction]
elif action == 'Turn Right':
self.direction = {'N': 'E', 'E': 'S', 'S': 'W', 'W': 'N'}[self.direction]
self.istate = (self.x, self.y, self.direction)
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feed_animal(self, animals, goal,const)
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take_food(self)
def feed_animal(self, animals, goal,const):
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goal_x, goal_y = goal
neuron = AnimalClassifier('./model/best_model.pth', classes)
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if self.x == goal_x and self.y == goal_y:
for animal in animals:
if animal.x == goal_x and animal.y == goal_y:
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if (animal.activity == 'nocturnal' and const.IS_NIGHT) or (animal.activity == 'diurnal' and not(const.IS_NIGHT)):
activity_time = True
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else:
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activity_time = False
guests = random.randint(1, 15)
guess = neuron.classify(animal.image_path)
if guess == animal.name:
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print(f"I'm sure this is {guess} and i give it {animal.food} as a snack")
animal.draw_snack(const.screen, const.GRID_SIZE, animal.x, animal.y)
else:
print(f"I was wrong, this is not a {guess} but a {animal.name}")
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decision = feed_decision(animal.adult, activity_time, animal.ill, const.season, guests, animal._feed, self._dryfood, self._wetfood)
if decision != [1]:
if decision == [2]:
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if animal.getting_hungry(const=Constants()) < self._wetfood :
self._wetfood -= animal._feed
animal._feed = 0
else:
animal._feed -= self._wetfood
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self._wetfood = 0
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print(animal.name, "fed with wet food")
else:
if animal.getting_hungry(const=Constants()) < self._dryfood :
self._dryfood -= animal._feed
animal._feed = 0
else:
animal._feed -= self._dryfood
self._dryfood = 0
print(animal.name, "fed with dry food")
print("Current wet food level: ", self._wetfood)
print("Current dry food level: ", self._dryfood)
else: print(animal.name, " not fed")
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def take_food(self):
house_x = 3
house_y = 1
if self.x == house_x and self.y == house_y:
if self._dryfood < 1 or self._wetfood < 1:
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self._dryfood = 50
self._wetfood = 50
print("Agent took food and current food level is", self._dryfood, self._wetfood)