Przeszukiwanie-stanów-A_star #2
39
animals.py
Normal file
39
animals.py
Normal file
@ -0,0 +1,39 @@
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from elephant import Elephant
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from giraffe import Giraffe
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from penguin import Penguin
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from parrot import Parrot
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from bear import Bear
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def create_animals():
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giraffe1 = Giraffe(0, 0, adult=True)
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giraffe2 = Giraffe(0, 0, adult=True)
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giraffe3 = Giraffe(0, 0, adult=True)
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giraffe4 = Giraffe(0, 0)
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giraffe5 = Giraffe(0, 0)
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bear1 = Bear(0, 0, adult=True)
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bear2 = Bear(0, 0, adult=True)
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bear3 = Bear(0, 0)
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bear4 = Bear(0, 0)
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bear5 = Bear(0, 0)
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penguin1 = Penguin(0, 0)
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penguin2 = Penguin(0, 0)
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penguin3 = Penguin(0, 0)
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penguin4 = Penguin(0, 0)
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elephant1 = Elephant(0, 0, adult=True)
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elephant2 = Elephant(0, 0, adult=True)
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elephant3 = Elephant(0, 0)
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elephant4 = Elephant(0, 0)
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elephant5 = Elephant(0, 0)
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parrot1 = Parrot(0, 0)
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parrot2 = Parrot(0, 0)
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parrot3 = Parrot(0, 0)
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parrot4 = Parrot(0, 0)
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parrot5 = Parrot(0, 0)
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Animals = [giraffe1, giraffe2, giraffe3, giraffe4, giraffe5,
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bear1, bear2, bear3, bear4, bear5,
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elephant1, elephant2, elephant3, elephant4, elephant5,
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penguin1, penguin2, penguin3, penguin4,
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parrot1, parrot2, parrot3, parrot4, parrot5]
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return Animals
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27
enclosure.py
27
enclosure.py
@ -17,17 +17,17 @@ class Enclosure:
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def gatebuild(self, screen, grid_size):
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self.imageGate = pygame.transform.scale(self.imageGate, (grid_size, grid_size))
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gate_x, gate_y = self.gate
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gate_x-=1
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gate_y-=1
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gate_x -= 1
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gate_y -= 1
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rect = pygame.Rect(gate_x * grid_size, gate_y * grid_size, grid_size, grid_size)
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screen.blit(self.imageGate, (gate_x * grid_size, gate_y * grid_size))
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def draw(self,screen, grid_size):
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def draw(self, screen, grid_size):
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self.imageH = pygame.transform.scale(self.imageH, (grid_size, grid_size))
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self.imageV = pygame.transform.scale(self.imageV, (grid_size, grid_size))
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gate_x, gate_y = self.gate
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gate_x-=1
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gate_y-=1
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gate_x -= 1
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gate_y -= 1
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if self.x1 < self.x2:
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for i in range(self.x1, self.x2+1):
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if (i, self.y1) != (gate_x, gate_y):
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@ -38,4 +38,19 @@ class Enclosure:
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if (self.x1, j) != (gate_x, gate_y):
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screen.blit(self.imageV, (self.x1 * grid_size, j * grid_size))
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if (self.x2, j) != (gate_x, gate_y):
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screen.blit(self.imageV, (self.x2 * grid_size, j * grid_size))
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screen.blit(self.imageV, (self.x2 * grid_size, j * grid_size))
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def create_enclosures():
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fenceH = pygame.image.load('images/fenceHor.png')
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fenceV = pygame.image.load('images/fenceVer.png')
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gate = pygame.image.load('images/gate.png')
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en1 = Enclosure(0,5, 9,11, (9,6),"hot", fenceH, fenceV, gate) # Lewa klatka
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en2 = Enclosure(13,0, 29,3, (16,3), 'medium', fenceH, fenceV, gate) # Górna klatka
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en3 = Enclosure(11,5, 16,11, (12,5),'cold', fenceH, fenceV, gate) # Środkowa klatka
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en4 = Enclosure(19,5, 31,11, (25,5),'hot', fenceH, fenceV, gate) # Prawa klatka
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en5 = Enclosure(4,13, 28,16, (16,13),'cold', fenceH, fenceV, gate) # Dolna klatka
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Enclosures = [en1, en2, en3, en4, en5]
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return Enclosures
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193
main.py
193
main.py
@ -1,18 +1,16 @@
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from enum import Enum
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import random
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import pygame
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import sys
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from elephant import Elephant
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from giraffe import Giraffe
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from penguin import Penguin
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from parrot import Parrot
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from bear import Bear
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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
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from enclosure import Enclosure, create_enclosures
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from spawner import Spawner
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from state_space_search import graphsearch
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from terrain_obstacle import Terrain_Obstacle
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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GRID_SIZE = 50
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GRID_WIDTH = 30
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@ -37,45 +35,9 @@ obstacles = set()
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animals_position = set()
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terrain_obstacles_position = set()
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# region Define the animals
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giraffe1 = Giraffe(0, 0, adult=True)
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giraffe2 = Giraffe(0, 0, adult=True)
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giraffe3 = Giraffe(0, 0, adult=True)
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giraffe4 = Giraffe(0, 0)
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giraffe5 = Giraffe(0, 0)
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bear1 = Bear(0, 0, adult=True)
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bear2 = Bear(0, 0, adult=True)
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bear3 = Bear(0, 0)
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bear4 = Bear(0, 0)
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bear5 = Bear(0, 0)
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penguin1 = Penguin(0, 0)
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penguin2 = Penguin(0, 0)
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penguin3 = Penguin(0, 0)
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penguin4 = Penguin(0, 0)
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elephant1 = Elephant(0, 0, adult=True)
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elephant2 = Elephant(0, 0, adult=True)
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elephant3 = Elephant(0, 0)
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elephant4 = Elephant(0, 0)
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elephant5 = Elephant(0, 0)
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parrot1 = Parrot(0, 0)
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parrot2 = Parrot(0, 0)
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parrot3 = Parrot(0, 0)
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parrot4 = Parrot(0, 0)
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parrot5 = Parrot(0, 0)
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Animals = create_animals()
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Enclosures = create_enclosures()
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Animals = [giraffe1, giraffe2, giraffe3, giraffe4, giraffe5, bear1, bear2, bear3, bear4, bear5, elephant1, elephant2, elephant3, elephant4, elephant5, penguin1, penguin2, penguin3, penguin4, parrot1, parrot2, parrot3, parrot4, parrot5]
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# endregion
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# region Define Enclosures
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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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en1 = Enclosure(0,5, 9,11, (9,6),"hot", fenceH, fenceV, gate) # Lewa klatka
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en2 = Enclosure(13,0, 29,3, (16,3), 'medium', fenceH, fenceV, gate) # Górna klatka
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en3 = Enclosure(11,5, 16,11, (12,5),'cold', fenceH, fenceV, gate) # Środkowa klatka
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en4 = Enclosure(19,5, 31,11, (25,5),'hot', fenceH, fenceV, gate) # Prawa klatka
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en5 = Enclosure(4,13, 28,16, (16,13),'cold', fenceH, fenceV, gate) # Dolna klatka
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Enclosures = [en1, en2, en3, en4, en5]
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# endregion
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puddle1 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle2 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle3 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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@ -158,8 +120,42 @@ def generate_obstacles():
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return obstacles
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cost_map = {}
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def generate_cost_map():
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adult_animal_cost = 10
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baby_animal_cost = 5
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puddle_cost = 50
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bush_cost = 20
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wall_cost = 1000
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for animal in Animals:
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if animal.adult:
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cost_map[(animal.x + 1, animal.y + 1)] = baby_animal_cost
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cost_map[(animal.x + 1, animal.y)] = baby_animal_cost
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cost_map[(animal.x, animal.y + 1)] = baby_animal_cost
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cost_map[(animal.x, animal.y)] = adult_animal_cost
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else:
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cost_map[(animal.x, animal.y)] = baby_animal_cost
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for terrain_obstacle in Terrain_Obstacles:
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if terrain_obstacle.type == 'puddle':
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cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = puddle_cost
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else:
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cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = bush_cost
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for wall in Walls:
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cost_map[wall[0], wall[1]] = wall_cost
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# Inne pola z różnym kosztem
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# cost_map[(x, y)] = cost_value
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# region Fields Tests
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available_fields_small = set()
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available_fields_large = set()
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WHITE = (255,255,255)
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GREEN = (0, 255, 0)
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YELLOW = (255, 255, 0)
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BLACK = (0, 0, 0)
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def generate_available_fields():
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for enclosure in Enclosures:
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for x in range(enclosure.x1 + 1, enclosure.x2):
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@ -170,21 +166,14 @@ def generate_available_fields():
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if x < enclosure.x2 - 1 and y < enclosure.y2 - 1:
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available_fields_large.add(field)
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# region Fields Tests
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WHITE = (255,255,255)
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GREEN = (0, 255, 0)
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YELLOW = (255, 255, 0)
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BLACK = (0, 0, 0)
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def draw_fields(fields, color):
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for field in fields:
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x, y = field
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pygame.draw.rect(screen, color, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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def main_fields_tests():
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def available_fields_tests():
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obstacles = generate_obstacles()
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while True:
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screen.fill(WHITE)
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@ -200,29 +189,6 @@ def main_fields_tests():
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pygame.display.flip()
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# endregion
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cost_map = {}
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def generate_cost_map():
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adult_animal_cost = 10
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baby_animal_cost = 5
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puddle_cost = 1000
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bush_cost = 20
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for animal in Animals:
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if animal.adult:
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cost_map[(animal.x + 1, animal.y + 1)] = baby_animal_cost
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cost_map[(animal.x + 1, animal.y)] = baby_animal_cost
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cost_map[(animal.x, animal.y + 1)] = baby_animal_cost
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cost_map[(animal.x, animal.y)] = adult_animal_cost
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else:
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cost_map[(animal.x, animal.y)] = baby_animal_cost
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for terrain_obstacle in Terrain_Obstacles:
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if terrain_obstacle.type == 'puddle':
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cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = puddle_cost
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else:
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cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = bush_cost
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# Inne pola z różnym kosztem
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# cost_map[(x, y)] = cost_value
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# region Main Code
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def main():
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initial_state = (0,0,'S')
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@ -267,7 +233,7 @@ def main():
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goal = (animal.x, animal.y)
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# --- Zaznaczenie celu ---
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pygame.draw.rect(screen, (255, 0, 0), (animal.x * GRID_SIZE, animal.y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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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()
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pygame.time.delay(2000)
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# ------------------------
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@ -275,10 +241,75 @@ def main():
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actions = graphsearch(agent.istate, goal, GRID_WIDTH, GRID_HEIGHT, obstacles, cost_map)
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# endregion
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if __name__ == "__main__":
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DEBUG_MODE = False # Jeśli True to pokazuje dostępne pola
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Walls = []
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# region A* Test
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from elephant import Elephant
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puddle1 = Terrain_Obstacle(15,8,'puddle', puddle_image)
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bush1 = Terrain_Obstacle(15,6,'bush', bush_image)
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animal = Elephant(15, 10)
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animal1 = Elephant(14, 10)
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animal2 = Elephant(13, 10)
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animal3 = Elephant(12, 10)
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animal4 = Elephant(11, 10)
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Animals = [animal, animal1, animal2, animal3, animal4]
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Terrain_Obstacles = [puddle1, bush1]
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if DEBUG_MODE:
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main_fields_tests()
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else:
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empty_rows = [5, 7, 9]
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def generate_test_walls():
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for x in range(4,26):
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for y in range(0, 15):
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if y not in empty_rows:
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Walls.append((x, y))
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return Walls
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def draw_test_walls():
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for wall in generate_test_walls():
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pygame.draw.rect(screen, BLACK, (wall[0] * GRID_SIZE, wall[1] * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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def a_star_testing():
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initial_state = (0, 7, 'E')
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agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
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goal = (29, 7)
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actions = []
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clock = pygame.time.Clock()
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generated = False
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while True:
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screen.fill(WHITE)
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draw_grid()
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draw_test_walls()
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draw_Terrain_Obstacles()
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draw_Animals()
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if not generated:
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generate_cost_map()
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agent.draw(screen, GRID_SIZE)
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pygame.draw.rect(screen, RED, (goal[0] * GRID_SIZE, goal[1] * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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pygame.display.flip()
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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, Animals, goal)
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pygame.time.wait(100)
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else:
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actions = graphsearch(agent.istate, goal, GRID_WIDTH, GRID_HEIGHT, obstacles, cost_map)
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# endregion
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class DebugMode(Enum):
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MAIN = 1
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AVAILABLE_FIELDS = 2
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A_STAR_TESTING = 3
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if __name__ == "__main__":
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debug_mode = DebugMode.A_STAR_TESTING
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if debug_mode == DebugMode.MAIN:
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main()
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elif debug_mode == DebugMode.AVAILABLE_FIELDS:
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available_fields_tests()
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elif debug_mode == DebugMode.A_STAR_TESTING:
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a_star_testing()
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@ -88,7 +88,8 @@ def current_cost(node, cost_map):
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while node[1] is not None: # Dopóki nie dojdziemy do korzenia
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_, parent, action = node
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# Dodaj koszt pola z mapy kosztów tylko jeśli akcja to "Forward"
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if action == 'Go Forward':
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# if action == 'Go Forward':
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if True:
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state, _, _ = node
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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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node = parent # Przejdź do rodzica
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|
Loading…
Reference in New Issue
Block a user