Przeszukiwanie-stanów-A_star #2

Merged
s481832 merged 12 commits from Przeszukiwanie-stanów-A_star into master 2024-05-08 12:00:16 +02:00
5 changed files with 77 additions and 18 deletions
Showing only changes of commit 1e5ba0765c - Show all commits

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42
main.py
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@ -10,6 +10,7 @@ from agent import Agent
from enclosure import Enclosure
from spawner import Spawner
from state_space_search import graphsearch
from terrain_obstacle import Terrain_Obstacle
BLACK = (0, 0, 0)
@ -30,9 +31,11 @@ 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')
puddle_image = pygame.image.load('images/puddle.png')
bush_image = pygame.image.load('images/bush.png')
obstacles = set()
animals_position = set()
terrain_obstacles_position = set()
# region Define the animals
giraffe1 = Giraffe(0, 0, adult=True)
@ -73,6 +76,19 @@ en5 = Enclosure(4,13, 28,16, (16,13),'cold', fenceH, fenceV, gate) # Dolna klatk
Enclosures = [en1, en2, en3, en4, en5]
# endregion
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):
@ -98,8 +114,18 @@ def draw_Animals():
def spawn_all_animals():
for Animal in Animals:
spawner1 = Spawner(Animal, Enclosures)
spawner1.spawn_animal(obstacles, animals_position)
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():
@ -178,6 +204,8 @@ cost_map = {}
def generate_cost_map():
adult_animal_cost = 10
baby_animal_cost = 5
puddle_cost = 1000
bush_cost = 20
for animal in Animals:
if animal.adult:
cost_map[(animal.x + 1, animal.y + 1)] = baby_animal_cost
@ -186,7 +214,11 @@ def generate_cost_map():
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
# Inne pola z różnym kosztem
# cost_map[(x, y)] = cost_value
@ -215,11 +247,13 @@ def main():
draw_gates()
if not spawned:
spawn_all_animals()
spawn_obstacles()
generate_cost_map()
for animal in Animals:
animal._feed = 2 # Ustawienie aby zwierzę było głodne
spawned = True
draw_Animals()
draw_Terrain_Obstacles()
agent.draw(screen, GRID_SIZE)
pygame.display.flip()
clock.tick(10)

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@ -1,33 +1,44 @@
import random
class Spawner:
def __init__(self, animal, enclosures):
self.animal = animal
# Wyrażenie listowe filtrujące tylko te wybiegi, które pasują do środowiska zwierzęcia
self.enclosures = [enclosure for enclosure in enclosures if enclosure.type == self.animal.environment]
def __init__(self, entity):
self.entity = entity
def spawn_animal(self, blocked, taken):
def spawn_animal(self, blocked, taken, enclosures):
self.enclosures = [enclosure for enclosure in enclosures if enclosure.type == self.entity.environment]
# Wyrażenie listowe filtrujące tylko te wybiegi, które pasują do środowiska zwierzęcia
enclosure = random.choice(self.enclosures)
while True:
if self.animal.adult:
self.animal.x = random.randint(enclosure.x1+1, enclosure.x2-2)
self.animal.y = random.randint(enclosure.y1+1, enclosure.y2-2)
if self.entity.adult:
self.entity.x = random.randint(enclosure.x1+1, enclosure.x2-2)
self.entity.y = random.randint(enclosure.y1+1, enclosure.y2-2)
else:
self.animal.x = random.randint(enclosure.x1+1, enclosure.x2)
self.animal.y = random.randint(enclosure.y1+1, enclosure.y2)
self.entity.x = random.randint(enclosure.x1+1, enclosure.x2)
self.entity.y = random.randint(enclosure.y1+1, enclosure.y2)
if self.check(blocked, taken):
break
def spawn_terrain_obstacles(self, blocked1, blocked2, taken, grid_width, grid_height):
while True:
self.entity.x = random.randint(0, grid_width - 1)
self.entity.y = random.randint(0, grid_height - 1)
y = self.entity.y
x = self.entity.x
if (x, y) not in blocked1 and (x, y) not in blocked2 and (x, y) not in taken:
taken.add((self.entity.x, self.entity.y))
break
def check(self, blocked, taken):
x = self.animal.x
y = self.animal.y
x = self.entity.x
y = self.entity.y
if (x,y) in blocked or (x,y) in taken:
return False
if self.animal.adult:
if self.entity.adult:
adult_fields = [(x, y), (x+1,y), (x,y+1), (x+1,y+1)] # Duże zwierze zajmuje 4 pola
@ -39,4 +50,5 @@ class Spawner:
else:
taken.add((x,y))
return True
return True

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terrain_obstacle.py Normal file
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@ -0,0 +1,13 @@
import pygame
from abc import ABC, abstractmethod
class Terrain_Obstacle:
def __init__(self, x, y, type , image):
self.x = x - 1
self.y = y - 1
self.type = type
self.image = image
def draw(self, screen, grid_size):
scaled_image = pygame.transform.scale(self.image, (grid_size, grid_size))
screen.blit(scaled_image, (self.x * grid_size, self.y * grid_size))