bfs na przycisk b
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3
.idea/.gitignore
vendored
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3
.idea/.gitignore
vendored
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# Default ignored files
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/shelf/
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/workspace.xml
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8
.idea/Projekt_Si.iml
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8
.idea/Projekt_Si.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$" />
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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6
.idea/inspectionProfiles/profiles_settings.xml
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6
.idea/inspectionProfiles/profiles_settings.xml
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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</settings>
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</component>
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4
.idea/misc.xml
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4
.idea/misc.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.10" project-jdk-type="Python SDK" />
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</project>
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8
.idea/modules.xml
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8
.idea/modules.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/Projekt_Si.iml" filepath="$PROJECT_DIR$/.idea/Projekt_Si.iml" />
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</modules>
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</component>
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</project>
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6
.idea/vcs.xml
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6
.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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37
app.py
37
app.py
@ -3,7 +3,7 @@ import prefs
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from classes.beerKeg import BeerKeg
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from classes.coffeMachine import CoffeMachine
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from classes.table import Table
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from pygame.locals import K_w, K_s, K_a, K_d, K_q, K_e, K_r
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from pygame.locals import K_w, K_s, K_a, K_d, K_q, K_e, K_r, K_b
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from classes.cell import Cell
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from classes.agent import Agent
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from collections import deque
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@ -64,38 +64,8 @@ def draw_grid(window, cells, agent):
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initBoard()
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agent = Agent(prefs.SPAWN_POINT[0], prefs.SPAWN_POINT[1], cells)
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#Wpisujemy miejsce w ktorym znajduje sie agent i miejsce docelowe do funkcji znajdujacej najkrotsza sciezke
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# start_cell = cells[5][5]
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# target_cell = cells[5][5]
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# shortest_path = agent.bfs(start_cell, target_cell, cells)
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# if shortest_path:
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# print("Sciezka: ", [(cell.X, cell.Y) for cell in shortest_path])
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# else:
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# print("Brak sciezki")
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# path = agent.convert_to_coordinates(shortest_path)
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#osobny watek dla sciezki agenta zeby co *iles czasu* poruszal sie tam gdzie mowi path
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# def watekDlaSciezkiAgenta():
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# while True:
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# agent.sciezkaAgenta(agent,path)
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# time.sleep(1)
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# watek = threading.Thread(target=watekDlaSciezkiAgenta)
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# watek.daemon = True
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# watek.start()
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#target_x, target_y = 9,6
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#target_x, target_y = 5,2
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#target_x, target_y = 7,2
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#target_x, target_y = 8,2
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#target_x, target_y = 4,8
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#target_x, target_y = 0,9
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target_x, target_y = 9,11
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#target_x, target_y = 4,11
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#target_x, target_y = 6,3
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#target_x, target_y = 11,11
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#WYWOLUJEMY FUNKCJE SZUKAJACA LISTY AKCJI
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path = agent.bfs2(target_x, target_y)
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@ -148,6 +118,9 @@ while running:
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if keys[K_r]:
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agent.move_direction()
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if keys[K_b]:
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path = agent.bfs2(target_x, target_y)
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if pygame.key.get_pressed()[pygame.K_e]:
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if agent.current_cell.interactableItem and pygame.time.get_ticks() - agent.last_interact_time > 500:
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agent.last_interact_time = pygame.time.get_ticks()
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