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from queue import PriorityQueue
DEFAULT_COST_VALUE = 1
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def is_border ( x , y , max_x , max_y ) :
return 0 < = x < max_x and 0 < = y < max_y
def is_obstacle ( x , y , obstacles ) :
return ( x , y ) in obstacles
def succ ( current_state , max_x , max_y , obstacles ) :
successors = [ ]
x , y , direction = current_state
# Akcja: Do przodu
direction_x , direction_y = { ' N ' : ( 0 , - 1 ) , ' E ' : ( 1 , 0 ) , ' S ' : ( 0 , 1 ) , ' W ' : ( - 1 , 0 ) } [ direction ] # Słownik przesunięć w zależności od kierunku
new_x , new_y = x + direction_x , y + direction_y
if is_border ( new_x , new_y , max_x , max_y ) and not ( is_obstacle ( new_x , new_y , obstacles ) ) :
successors . append ( ( ( new_x , new_y , direction ) , ' Go Forward ' ) )
# Akcja: Obrót w lewo
left_turns = { ' N ' : ' W ' , ' W ' : ' S ' , ' S ' : ' E ' , ' E ' : ' N ' } # Słownik kierunków po obrocie w lewo
successors . append ( ( ( x , y , left_turns [ direction ] ) , ' Turn Left ' ) )
# Akcja: Obrót w prawo
right_turns = { ' N ' : ' E ' , ' E ' : ' S ' , ' S ' : ' W ' , ' W ' : ' N ' } # Słownik kierunków po obrocie w prawo
successors . append ( ( ( x , y , right_turns [ direction ] ) , ' Turn Right ' ) )
return successors
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def graphsearch ( istate , goal , max_x , max_y , obstacles , cost_map ) :
fringe = PriorityQueue ( )
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explored = set ( )
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fringe . put ( ( 0 , ( istate , None , None ) ) )
while not fringe . empty ( ) :
_ , node = fringe . get ( )
state , _ , _ = node
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if goaltest ( state , goal ) :
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return build_action_sequence ( node )
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explored . add ( state )
successors = succ ( state , max_x , max_y , obstacles )
for new_state , action in successors :
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new_node = ( new_state , node , action )
p_new_state = current_cost ( node , cost_map ) + heuristic ( state , goal )
if not is_state_in_queue ( new_state , fringe ) and new_state not in explored :
fringe . put ( ( p_new_state , new_node ) )
elif is_state_in_queue ( new_state , fringe ) :
for i , ( p_existing_state , ( existing_state , _ , _ ) ) in enumerate ( fringe . queue ) :
if existing_state == new_state and p_existing_state > p_new_state :
fringe . queue [ i ] = ( p_new_state , new_node )
else :
break
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return False
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def is_state_in_queue ( state , queue ) :
for _ , ( s , _ , _ ) in queue . queue :
if s == state :
return True
return False
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def build_action_sequence ( node ) :
actions = [ ]
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while node [ 1 ] is not None : # Dopóki nie dojdziemy do korzenia
_ , parent , action = node
actions . append ( action )
node = parent
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actions . reverse ( )
return actions
def goaltest ( state , goal ) :
x , y , _ = state
goal_x , goal_y = goal
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return ( x , y ) == ( goal_x , goal_y )
def current_cost ( node , cost_map ) :
cost = 0
while node [ 1 ] is not None : # Dopóki nie dojdziemy do korzenia
_ , parent , action = node
# Dodaj koszt pola z mapy kosztów tylko jeśli akcja to "Forward"
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if action == ' Go Forward ' :
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state , _ , _ = node
cost + = cost_map . get ( state [ : 2 ] , DEFAULT_COST_VALUE ) # Pobiera koszt przejścia przez dane pole, a jeśli koszt nie jest zdefiniowany to bierze wartość domyślną
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if action == ' Turn Right ' or action == ' Turn Left ' :
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cost + = DEFAULT_COST_VALUE
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node = parent # Przejdź do rodzica
return cost
def heuristic ( state , goal ) :
x , y , _ = state
goal_x , goal_y = goal
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return abs ( x - goal_x ) + abs ( y - goal_y ) # Odległość Manhattana do celu
def generate_cost_map ( Animals , Terrain_Obstacles , cost_map = { } ) :
adult_animal_cost = 15 # Default : 15
baby_animal_cost = 10 # Default : 10
puddle_cost = 50 # Default : 50
bush_cost = 20 # Default : 20
for animal in Animals :
if animal . adult :
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# cost_map[(animal.x + 1, animal.y + 1)] = adult_animal_cost
# cost_map[(animal.x + 1, animal.y)] = adult_animal_cost
# cost_map[(animal.x, animal.y + 1)] = adult_animal_cost
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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
return cost_map