feat new bfs, finding agent actions

This commit is contained in:
MlodyJacky 2024-05-04 12:41:07 +02:00
parent c5105d426d
commit d186c2de5c
2 changed files with 114 additions and 17 deletions

47
app.py
View File

@ -56,26 +56,43 @@ initBoard()
agent = Agent(prefs.SPAWN_POINT[0], prefs.SPAWN_POINT[1], cells)
#Wpisujemy miejsce w ktorym znajduje sie agent i miejsce docelowe do funkcji znajdujacej najkrotsza sciezke
start_cell = cells[5][5]
target_cell = cells[5][5]
shortest_path = agent.bfs(start_cell, target_cell, cells)
# start_cell = cells[5][5]
# target_cell = cells[5][5]
# shortest_path = agent.bfs(start_cell, target_cell, cells)
if shortest_path:
print("Sciezka: ", [(cell.X, cell.Y) for cell in shortest_path])
else:
print("Brak sciezki")
# if shortest_path:
# print("Sciezka: ", [(cell.X, cell.Y) for cell in shortest_path])
# else:
# print("Brak sciezki")
path = agent.convert_to_coordinates(shortest_path)
# path = agent.convert_to_coordinates(shortest_path)
#osobny watek dla sciezki agenta zeby co *iles czasu* poruszal sie tam gdzie mowi path
def watekDlaSciezkiAgenta():
while True:
agent.sciezkaAgenta(agent,path)
time.sleep(1)
# def watekDlaSciezkiAgenta():
# while True:
# agent.sciezkaAgenta(agent,path)
# time.sleep(1)
# watek = threading.Thread(target=watekDlaSciezkiAgenta)
# watek.daemon = True
# watek.start()
#target_x, target_y = 9,6
#target_x, target_y = 5,2
#target_x, target_y = 7,2
#target_x, target_y = 8,2
target_x, target_y = 4,8
#target_x, target_y = 0,9
#target_x, target_y = 9,11
#target_x, target_y = 4,11
#target_x, target_y = 6,3
#target_x, target_y = 11,11
#WYWOLUJEMY FUNKCJE SZUKAJACA LISTY AKCJI
shortest_path = agent.bfs2(target_x, target_y)
print("Najkrótsza ścieżka:", shortest_path)
watek = threading.Thread(target=watekDlaSciezkiAgenta)
watek.daemon = True
watek.start()
running = True
while running:

View File

@ -14,6 +14,9 @@ class Agent:
self.score = baseScore
self.multiplier = 1
self.direction = 0
self.directionPOM = 0
self.xPOM = 5
self.yPOM = 5
self.textures = [
pygame.image.load("sprites/BartenderNew64.png").convert_alpha(),
@ -93,7 +96,7 @@ class Agent:
if current in visited:
continue
visited.add(current)
for neighbor in self.get_neighbors(current, cells):
@ -177,7 +180,84 @@ class Agent:
self.current_cell = self.cells[self.current_cell.X+1][self.current_cell.Y]
self.moved=True
self.last_move_time=pygame.time.get_ticks()
def get_possible_moves(self):
possible_moves = []
if self.directionPOM == 0: # Patrzy w dół
possible_moves.append((0, 'left'))
possible_moves.append((0, 'right'))
if self.yPOM < prefs.GRID_SIZE - 1 and not self.cells[self.xPOM][self.yPOM + 1].blocking_movement:
possible_moves.append((self.directionPOM, 'forward'))
elif self.directionPOM == 1: # Patrzy w lewo
possible_moves.append((1, 'left'))
possible_moves.append((1, 'right'))
if self.xPOM > 0 and not self.cells[self.xPOM - 1][self.yPOM].blocking_movement:
possible_moves.append((self.directionPOM, 'forward'))
elif self.directionPOM == 2: # Patrzy w górę
possible_moves.append((2, 'left'))
possible_moves.append((2, 'right'))
if self.yPOM > 0 and not self.cells[self.xPOM][self.yPOM - 1].blocking_movement:
possible_moves.append((self.directionPOM, 'forward'))
elif self.directionPOM == 3: # Patrzy w prawo
possible_moves.append((3, 'left'))
possible_moves.append((3, 'right'))
if self.xPOM < prefs.GRID_SIZE - 1 and not self.cells[self.xPOM + 1][self.yPOM].blocking_movement:
possible_moves.append((self.directionPOM, 'forward'))
return possible_moves
def bfs2(self, target_x, target_y):
visited = set()
self.directionPOM = self.direction
start_state = (self.current_cell.X, self.current_cell.Y, self.directionPOM)
#print(start_state)
queue = deque([(start_state, [])])
while queue:
(self.xPOM, self.yPOM, self.directionPOM), actions = queue.popleft()
#print(x," ", y, " ", self.directionPOM, " ", actions)
if self.xPOM == target_x and self.yPOM == target_y:
return actions
if (self.xPOM, self.yPOM, self.directionPOM) in visited:
continue
#print(x," ",y," ",direction)
visited.add((self.xPOM, self.yPOM, self.directionPOM))
possible_moves = self.get_possible_moves()
#print(possible_moves)
for new_direction, action in possible_moves:
new_x, new_y = self.xPOM, self.yPOM
new_actions = actions + [action]
if action == 'left':
new_direction = (self.directionPOM + 1) % 4
elif action == 'right':
new_direction = (self.directionPOM - 1) % 4
else: # forward
if self.directionPOM == 0:
new_y += 1
elif self.directionPOM == 1:
new_x -= 1
elif self.directionPOM == 2:
new_y -= 1
else: # direction == 3
new_x += 1
if 0 <= new_x < prefs.GRID_SIZE and 0 <= new_y < prefs.GRID_SIZE \
and not self.cells[new_x][new_y].blocking_movement:
new_state = (new_x, new_y, new_direction)
queue.append((new_state, new_actions))
#print(new_state, " ", new_actions)
return []