Implementacja przeszukiwania stanów przez BFS
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__pycache__/enclosure.cpython-311.pyc
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__pycache__/enclosure.cpython-311.pyc
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__pycache__/spawner.cpython-311.pyc
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__pycache__/spawner.cpython-311.pyc
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__pycache__/state_space_search.cpython-311.pyc
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__pycache__/state_space_search.cpython-311.pyc
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agent.py
68
agent.py
@ -1,34 +1,62 @@
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import pygame
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import pygame
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from state_space_search import is_border, is_obstacle
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class Agent:
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class Agent:
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def __init__(self, x, y, image_path, grid_size):
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def __init__(self, istate, image_path, grid_size):
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self.x = x
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self.istate = istate
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self.y = y
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self.x, self.y, self.direction = istate
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self.grid_size = grid_size
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self.grid_size = grid_size
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self.image = pygame.image.load(image_path)
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self.image_original = pygame.image.load(image_path)
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self.image = pygame.transform.scale(self.image, (grid_size, grid_size))
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self.image_original = pygame.transform.scale(self.image_original, (grid_size, grid_size))
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self.image = self.image_original
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def draw(self, screen):
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def draw(self, screen):
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# Obróć obrazek zgodnie z kierunkiem
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if self.direction == 'E':
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self.image = pygame.transform.rotate(self.image_original, -90)
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elif self.direction == 'S':
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self.image = pygame.transform.rotate(self.image_original, 180)
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elif self.direction == 'W':
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self.image = pygame.transform.rotate(self.image_original, 90)
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else: # direction == 'N'
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self.image = self.image_original
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screen.blit(self.image, (self.x * self.grid_size, self.y * self.grid_size))
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screen.blit(self.image, (self.x * self.grid_size, self.y * self.grid_size))
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def move(self, dx, dy):
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def handle_event(self, event, max_x, max_y, animals, obstacles):
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self.x += dx
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self.y += dy
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def handle_event(self, event, grid_height,grid_width, animals, blocked_fields):
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if event.type == pygame.KEYDOWN:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_UP and self.y > 0 and (self.x, self.y-1) not in blocked_fields:
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if event.key == pygame.K_UP:
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self.move(0, -1)
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self.move('Go Forward', max_x, max_y, obstacles)
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elif event.key == pygame.K_DOWN and self.y < grid_height - 1 and (self.x, self.y+1) not in blocked_fields:
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elif event.key == pygame.K_LEFT:
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self.move(0, 1)
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self.move('Turn Left', max_x, max_y, obstacles)
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elif event.key == pygame.K_LEFT and self.x > 0 and (self.x-1, self.y) not in blocked_fields:
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elif event.key == pygame.K_RIGHT:
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self.move(-1, 0)
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self.move('Turn Right', max_x, max_y, obstacles)
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elif event.key == pygame.K_RIGHT and self.x < grid_width - 1 and (self.x+1, self.y) not in blocked_fields:
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self.move(1, 0)
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for animal in animals:
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for animal in animals:
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if self.x == animal.x and self.y == animal.y:
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if self.x == animal.x and self.y == animal.y:
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if animal.feed()== 'True':
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if animal.feed() == 'True':
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animal._feed = 0
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animal._feed = 0
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print(animal.name,"fed with",animal.food)
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print(animal.name, "fed with", animal.food)
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def move(self, action, max_x, max_y, obstacles):
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if action == 'Go Forward':
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new_x, new_y = self.x, self.y
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if self.direction == 'N':
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new_y -= 1
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elif self.direction == 'E':
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new_x += 1
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elif self.direction == 'S':
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new_y += 1
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elif self.direction == 'W':
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new_x -= 1
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# Sprawdź, czy nowe położenie mieści się w granicach kraty i nie jest przeszkodą
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if is_border(new_x, new_y, max_x, max_y) and not(is_obstacle(new_x, new_y, obstacles)):
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self.x, self.y = new_x, new_y
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elif action == 'Turn Left':
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self.direction = {'N': 'W', 'W': 'S', 'S': 'E', 'E': 'N'}[self.direction]
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elif action == 'Turn Right':
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self.direction = {'N': 'E', 'E': 'S', 'S': 'W', 'W': 'N'}[self.direction]
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@ -1,6 +1,7 @@
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import pygame
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import pygame
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from abc import ABC, abstractmethod
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from abc import ABC, abstractmethod
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class Animal:
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class Animal:
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def __init__(self, x, y,name, image, food_image, food, environment, adult=False,):
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def __init__(self, x, y,name, image, food_image, food, environment, adult=False,):
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self.x = x - 1
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self.x = x - 1
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images/agent.png
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images/agent.png
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images/avatar_old.png
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images/avatar_old.png
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main.py
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main.py
@ -8,6 +8,8 @@ from bear import Bear
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from agent import Agent
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from agent import Agent
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from enclosure import Enclosure
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from enclosure import Enclosure
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from spawner import Spawner
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from spawner import Spawner
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from state_space_search import succ
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from state_space_search import graphsearch
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BLACK = (0, 0, 0)
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BLACK = (0, 0, 0)
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@ -44,10 +46,11 @@ an4 = Elephant(4,3)
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Animals = [an1, an2, an3, an4, old_an1, old_an2]
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Animals = [an1, an2, an3, an4, old_an1, old_an2]
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en1 = Enclosure(1,5,9,11,(9,6),"medium", fenceH, fenceV, gate)
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# Enclosure (lewy_górny_x, lewy_górny_y, prawy_dolny_x, prawy_dolny_y, brama, klimat, fenceH, fenceV, gate_obrazek)
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en2 = Enclosure(29,3, 13,1,(16,3), 'medium', fenceH, fenceV, gate)
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en1 = Enclosure(1,5, 9,11, (9,6),"medium", fenceH, fenceV, gate)
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en2 = Enclosure(13,1, 29,3, (16,3), 'medium', fenceH, fenceV, gate)
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en3 = Enclosure(11,5, 16,11, (12,5),'cold', fenceH, fenceV, gate)
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en3 = Enclosure(11,5, 16,11, (12,5),'cold', fenceH, fenceV, gate)
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en4 = Enclosure(19,11, 30,5, (25,5),'hot', fenceH, fenceV, gate)
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en4 = Enclosure(19,5, 30,11, (25,5),'hot', fenceH, fenceV, gate)
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en5 = Enclosure(4,13, 28,15, (16,13),'cold', fenceH, fenceV, gate)
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en5 = Enclosure(4,13, 28,15, (16,13),'cold', fenceH, fenceV, gate)
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@ -85,18 +88,89 @@ def spawn_all_animals():
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spawner1 = Spawner(Animal, Enclosures)
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spawner1 = Spawner(Animal, Enclosures)
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spawner1.spawn_animal(fences, animals_position)
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spawner1.spawn_animal(fences, animals_position)
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def generate_obstacles():
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obstacles = []
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for en in Enclosures:
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# Pobierz współrzędne bramy
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gate_x, gate_y = en.gate
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gate_x -= 1
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gate_y -= 1
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# Dodaj lewy brzeg prostokąta
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for y in range(en.y1, en.y2 + 1):
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if (en.x1, y) != (gate_x, gate_y):
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obstacles.append((en.x1, y))
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# Dodaj prawy brzeg prostokąta
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for y in range(en.y1, en.y2 + 1):
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if (en.x2, y) != (gate_x, gate_y):
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obstacles.append((en.x2, y))
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# Dodaj górny brzeg prostokąta
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for x in range(en.x1+1, en.x2):
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if (x, en.y1) != (gate_x, gate_y):
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obstacles.append((x, en.y1))
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# Dodaj dolny brzeg prostokąta
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for x in range(en.x1+1, en.x2):
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if (x, en.y2) != (gate_x, gate_y):
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obstacles.append((x, en.y2))
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return obstacles
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# region Obstacles Tests
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# WHITE = (255,255,255)
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# TRANSPARENT_BLACK = (0, 0, 0, 128) # Półprzezroczysty czarny
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# def draw_obstacles(obstacles):
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# for obstacle in obstacles:
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# x, y = obstacle
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# pygame.draw.rect(screen, TRANSPARENT_BLACK, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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# def main():
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# obstacles = generate_obstacles() # Załóżmy, że masz funkcję generate_obstacles, która generuje listę przeszkód
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# # Pętla główna
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# running = True
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# while running:
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# # Obsługa zdarzeń
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# for event in pygame.event.get():
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# if event.type == pygame.QUIT:
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# running = False
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# # Czyszczenie ekranu
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# screen.fill(WHITE)
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# # Rysowanie przeszkód
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# draw_obstacles(obstacles)
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# # Odświeżenie ekranu
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# pygame.display.flip()
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# # Wyjście z Pygame
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# pygame.quit()
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# endregion
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def main():
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def main():
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agent = Agent(0, 0, 'images/avatar.png', GRID_SIZE)
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initial_state = (1,1,'W')
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agent = Agent(initial_state, 'images/agent.png', GRID_SIZE)
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obstacles = generate_obstacles()
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actions = []
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spawn_all_animals()
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actions = graphsearch(agent.istate, (an1.x, an1.y), GRID_WIDTH, GRID_HEIGHT, obstacles)
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# actions = graphsearch(agent.istate, (25,1), GRID_WIDTH, GRID_HEIGHT, obstacles)
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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spawned = False
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while True:
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while True:
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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pygame.quit()
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pygame.quit()
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sys.exit()
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sys.exit()
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agent.handle_event(event, GRID_HEIGHT, GRID_WIDTH, Animals, fences)
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agent.handle_event(event, GRID_WIDTH, GRID_HEIGHT, Animals, obstacles)
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@ -104,14 +178,16 @@ def main():
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draw_grid()
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draw_grid()
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draw_enclosures()
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draw_enclosures()
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draw_gates()
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draw_gates()
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if not spawned:
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spawn_all_animals()
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spawned = True
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draw_Animals()
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draw_Animals()
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opengates()
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opengates()
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agent.draw(screen)
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agent.draw(screen)
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pygame.display.flip()
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pygame.display.flip()
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clock.tick(10)
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clock.tick(10)
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if actions:
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action = actions.pop(0)
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agent.move(action, GRID_WIDTH, GRID_HEIGHT, obstacles)
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pygame.time.wait(200)
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if __name__ == "__main__":
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if __name__ == "__main__":
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main()
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main()
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state_space_search.py
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state_space_search.py
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def is_border(x, y, max_x, max_y):
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return 0 <= x < max_x and 0 <= y < max_y
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def is_obstacle(x, y, obstacles):
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return (x, y) in obstacles
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def succ(current_state, max_x, max_y, obstacles):
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successors = []
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x, y, direction = current_state
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# Akcja: Do przodu
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direction_x, direction_y = {'N': (0, -1), 'E': (1, 0), 'S': (0, 1), 'W': (-1, 0)}[direction] # Słownik przesunięć w zależności od kierunku
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new_x, new_y = x + direction_x, y + direction_y
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if is_border(new_x, new_y, max_x, max_y) and not(is_obstacle(new_x, new_y, obstacles)):
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successors.append(((new_x, new_y, direction), 'Go Forward'))
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# Akcja: Obrót w lewo
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left_turns = {'N': 'W', 'W': 'S', 'S': 'E', 'E': 'N'} # Słownik kierunków po obrocie w lewo
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successors.append(((x, y, left_turns[direction]), 'Turn Left'))
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# Akcja: Obrót w prawo
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right_turns = {'N': 'E', 'E': 'S', 'S': 'W', 'W': 'N'} # Słownik kierunków po obrocie w prawo
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successors.append(((x, y, right_turns[direction]), 'Turn Right'))
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return successors
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def graphsearch(istate, goal, max_x, max_y, obstacles):
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fringe = [{"state": istate, "parent": None, "action": None}]
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explored = set()
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while fringe:
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elem = fringe.pop(0)
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state = elem["state"]
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if goaltest(state, goal):
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return build_action_sequence(elem)
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explored.add(state)
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successors = succ(state, max_x, max_y, obstacles)
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for new_state, action in successors:
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if new_state not in fringe and new_state not in explored:
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fringe.append({"state": new_state, "parent": elem, "action": action})
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return False
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def build_action_sequence(node):
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actions = []
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while node["parent"]:
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actions.append(node["action"])
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node = node["parent"]
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actions.reverse()
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return actions
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def goaltest(state, goal):
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x, y, _ = state
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goal_x, goal_y = goal
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return (x,y) == (goal_x, goal_y)
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