319 lines
9.8 KiB
Python
319 lines
9.8 KiB
Python
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 animals import create_animals
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from agent import Agent
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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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GRID_HEIGHT = 15
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pygame.init()
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WINDOW_SIZE = (GRID_WIDTH * GRID_SIZE, GRID_HEIGHT * GRID_SIZE)
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screen = pygame.display.set_mode(WINDOW_SIZE)
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pygame.display.set_caption("Mini Zoo")
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background_image = pygame.image.load('images/tło.jpg')
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background_image = pygame.transform.scale(background_image, WINDOW_SIZE)
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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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puddle_image = pygame.image.load('images/puddle.png')
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bush_image = pygame.image.load('images/bush.png')
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obstacles = set()
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animals_position = set()
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terrain_obstacles_position = set()
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Animals = create_animals()
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Enclosures = create_enclosures()
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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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puddle4 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle5 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle6 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle7 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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bush1 = Terrain_Obstacle(0,0,'bush', bush_image)
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bush2 = Terrain_Obstacle(0,0,'bush', bush_image)
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bush3 = Terrain_Obstacle(0,0,'bush', bush_image)
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bush4 = Terrain_Obstacle(0,0,'bush', bush_image)
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bush5 = Terrain_Obstacle(0,0,'bush', bush_image)
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Terrain_Obstacles = [puddle1, puddle2, puddle3, puddle4, puddle5, puddle6, puddle7, bush1, bush2, bush3, bush4, bush5]
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def draw_grid():
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for y in range(0, GRID_HEIGHT * GRID_SIZE, GRID_SIZE):
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for x in range(0, GRID_WIDTH * GRID_SIZE, GRID_SIZE):
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rect = pygame.Rect(x, y, GRID_SIZE, GRID_SIZE)
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pygame.draw.rect(screen, BLACK, rect, 1)
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def draw_enclosures():
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for enclosure in Enclosures:
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enclosure.draw(screen, GRID_SIZE)
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def draw_gates():
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for enclosure in Enclosures:
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enclosure.gatebuild(screen, GRID_SIZE)
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def draw_Animals():
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for Animal in Animals:
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Animal.draw(screen, GRID_SIZE)
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if Animal.feed() == 'True':
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Animal.draw_exclamation(screen, GRID_SIZE, Animal.x, Animal.y)
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else:
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Animal.draw_food(screen,GRID_SIZE,Animal.x,Animal.y)
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def spawn_all_animals():
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for Animal in Animals:
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spawner1 = Spawner(Animal)
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spawner1.spawn_animal(obstacles, animals_position, Enclosures)
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def draw_Terrain_Obstacles():
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for terrain_obstacle in Terrain_Obstacles:
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terrain_obstacle.draw(screen, GRID_SIZE)
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def spawn_obstacles():
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for terrain_obstacle in Terrain_Obstacles:
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spawner2= Spawner(terrain_obstacle)
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spawner2.spawn_terrain_obstacles(obstacles,animals_position, terrain_obstacles_position, GRID_WIDTH, GRID_HEIGHT)
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obstacles = set()
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def generate_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.gate1
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gate_x -= 1
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gate_y -= 1
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gate_x2, gate_y2 = en.gate2
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gate_x2 -= 1
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gate_y2 -= 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) and (en.x1, y) != (gate_x2, gate_y2):
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obstacles.add((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) and (en.x2, y) != (gate_x2, gate_y2):
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obstacles.add((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) and (x, en.y1) != (gate_x2, gate_y2):
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obstacles.add((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) and (x, en.y2) != (gate_x2, gate_y2):
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obstacles.add((x, en.y2))
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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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for y in range(enclosure.y1 + 1, enclosure.y2):
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field = (x, y)
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if field not in obstacles:
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available_fields_small.add(field)
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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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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 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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draw_grid()
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draw_fields(obstacles, BLACK)
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generate_available_fields()
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draw_fields(available_fields_small, GREEN)
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draw_fields(available_fields_large, YELLOW)
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# Odświeżenie ekranu
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pygame.display.flip()
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# endregion
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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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agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
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obstacles = generate_obstacles()
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actions = []
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clock = pygame.time.Clock()
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spawned = False
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while True:
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# Manualne poruszanie agentem
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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agent.handle_event(event, GRID_WIDTH, GRID_HEIGHT, Animals, obstacles)
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screen.blit(background_image,(0,0))
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draw_grid()
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draw_enclosures()
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draw_gates()
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if not spawned:
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spawn_all_animals()
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spawn_obstacles()
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generate_cost_map()
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for animal in Animals:
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animal._feed = 2 # Ustawienie aby zwierzę było głodne
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spawned = True
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draw_Animals()
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draw_Terrain_Obstacles()
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agent.draw(screen, 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(200)
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else:
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animal = random.choice(Animals)
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goal = (animal.x, animal.y)
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# --- Zaznaczenie celu ---
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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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actions = graphsearch(agent.istate, goal, GRID_WIDTH, GRID_HEIGHT, obstacles, cost_map)
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# endregion
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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] *Uncomment to test A*
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#Terrain_Obstacles = [puddle1, bush1] *Uncomment to test A*
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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.MAIN
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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() |