102 lines
4.4 KiB
Python
102 lines
4.4 KiB
Python
import pygame
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from collections import deque
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import prefs
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class Agent:
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def __init__(self, x, y, cells, baseScore=0):
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self.sprite = pygame.image.load("sprites/BartenderNew64.png").convert_alpha()
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self.sprite = pygame.transform.scale(self.sprite, (prefs.CELL_SIZE, prefs.CELL_SIZE))
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self.current_cell = cells[x][y]
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self.moved=False
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self.last_move_time = pygame.time.get_ticks()
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self.last_interact_time = pygame.time.get_ticks()
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self.last_update_time = pygame.time.get_ticks()
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self.cells = cells
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self.score = baseScore
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self.multiplier = 1
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self.x = x
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self.y = y
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def move_up(self):
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if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.Y > 0 and not self.cells[self.current_cell.X][self.current_cell.Y-1].blocking_movement:
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self.current_cell = self.cells[self.current_cell.X][self.current_cell.Y-1]
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self.moved=True
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self.last_move_time=pygame.time.get_ticks()
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def move_down(self):
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if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.Y < prefs.GRID_SIZE-1 and not self.cells[self.current_cell.X][self.current_cell.Y+1].blocking_movement:
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self.current_cell = self.cells[self.current_cell.X][self.current_cell.Y+1]
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self.moved=True
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self.last_move_time=pygame.time.get_ticks()
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def move_left(self):
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if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.X > 0 and not self.cells[self.current_cell.X-1][self.current_cell.Y].blocking_movement:
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self.current_cell = self.cells[self.current_cell.X-1][self.current_cell.Y]
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self.moved=True
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self.last_move_time=pygame.time.get_ticks()
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def move_right(self):
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if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.X < prefs.GRID_SIZE-1 and not self.cells[self.current_cell.X+1][self.current_cell.Y].blocking_movement:
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self.current_cell = self.cells[self.current_cell.X+1][self.current_cell.Y]
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self.moved=True
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self.last_move_time=pygame.time.get_ticks()
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def update(self, surface):
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surface.blit(self.sprite, (self.current_cell.X * prefs.CELL_SIZE,
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self.current_cell.Y * prefs.CELL_SIZE))
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current_update_time = pygame.time.get_ticks()
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# różnca czasu między wyoływaniami, używa do uniezależnienia od ilości wywołań funkcji
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delta_time = ((current_update_time - self.last_update_time)/1000)
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self.increase_multiplier(-(1 / 16) * delta_time)
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self.last_update_time = current_update_time
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def increase_score(self, amount):
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self.score += amount * round(self.multiplier,2)
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print("Agent score changed from {} to {} (multiplied by {}!)".format(self.score - amount, self.score, round(self.multiplier,2)))
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def increase_multiplier(self, amount):
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self.multiplier += amount
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if self.multiplier > 2:
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self.multiplier = 2
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print("Agent score changed from {} to {}".format(self.multiplier , self.multiplier + amount if self.multiplier + amount <= 2 else 2))
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return
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if self.multiplier < 1:
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self.multiplier = 1
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def shortest_path(grid, start, end):
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directions = [(0, 1), (0, -1), (1, 0), (-1, 0)]
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rows, cols = len(grid), len(grid[0])
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# Funkcja pomocnicza sprawdzająca, czy dany punkt znajduje się na siatce
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def is_valid(x, y):
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return 0 <= x < rows and 0 <= y < cols and grid[x][y] == 0
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# Inicjalizujemy kolejkę BFS i odwiedzone punkty
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queue = deque([(start, 0)]) # (punkt, odległość)
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visited = set()
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# Rozpoczynamy BFS
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while queue:
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(x, y), distance = queue.popleft()
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# Sprawdzamy, czy osiągnęliśmy punkt docelowy
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if (x, y) == end:
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return distance
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# Sprawdzamy wszystkie możliwe kierunki ruchu
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for dx, dy in directions:
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nx, ny = x + dx, y + dy
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# Sprawdzamy czy nowa pozycja jest ważna i nieodwiedzona
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if is_valid(nx, ny) and (nx, ny) not in visited:
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visited.add((nx, ny))
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queue.append(((nx, ny), distance + 1))
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# Jeśli nie udało się osiągnąć punktu docelowego, zwracamy -1
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return -1
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