Delete wozek.py
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wozek.py
386
wozek.py
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import pygame
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import sys
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import random
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import os
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import time
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from collections import deque
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import heapq
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from classes import *
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class Node():
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def __init__(self,position,rotation,action,parent,cost):
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self.position=position
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self.rotation=rotation
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self.action=action
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self.parent=parent
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self.cost=cost
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def __lt__(self, other):
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return (self.cost < other.cost)
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def __le__(self, other):
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return (self.cost <= other.cost)
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# Initialize Pygame
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pygame.init()
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# Constants
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TILE_SIZE = 96 # Size of a square tile in pixels
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GRID_WIDTH, GRID_HEIGHT = 16,8 # Grid dimensions
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SCREEN_WIDTH, SCREEN_HEIGHT = GRID_WIDTH * TILE_SIZE, GRID_HEIGHT * TILE_SIZE
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FPS = 60 # Frames per second
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# Setup display
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('Forklift Game')
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# Clock
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clock = pygame.time.Clock()
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# Function to load and scale images
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def load_image(name, scale=None):
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"""Loads an image and optionally scales it."""
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image = pygame.image.load(name).convert_alpha()
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if scale:
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image = pygame.transform.scale(image, scale)
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return image
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# Placeholder for images (will be loaded after video mode set)
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forklift_image_full = None
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freight_images_full = None
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# Game variables
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forklift_pos = [7, 0]
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rotation='E'# Adjusted starting position of the forklift
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carrying_freight = False
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carried_freight = None
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freight_positions = {} # Dictionary to keep track of freight positions and types
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tile_cost={}
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tile_cost[(8,0)]=10
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tile_cost[(7,1)]=10
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tile_cost[(6,1)]=3
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tile_cost[(5,0)]=10
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# Load images
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def load_images():
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global forklift_image_full, freight_images_full
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global rotation
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if rotation=='E':
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forklift_image_full = load_image('forkliftE.png', (TILE_SIZE, TILE_SIZE))
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elif rotation=='W':
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forklift_image_full = load_image('forkliftW.png', (TILE_SIZE, TILE_SIZE))
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elif rotation=='N':
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forklift_image_full = load_image('forkliftN.png', (TILE_SIZE, TILE_SIZE))
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elif rotation=='S':
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forklift_image_full = load_image('forkliftS.png', (TILE_SIZE, TILE_SIZE))
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#forklift_image_full = load_image('forklift.png', (TILE_SIZE, TILE_SIZE))
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freight_images_full = {
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'clothes': load_image('clothes.png', (TILE_SIZE, TILE_SIZE)),
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'fruit': load_image('fruit.png', (TILE_SIZE, TILE_SIZE)),
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'nuclear_waste': load_image('nuclear_waste.png', (TILE_SIZE, TILE_SIZE)),
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'car_parts': load_image('car_parts.png', (TILE_SIZE, TILE_SIZE)),
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}
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# Initialize or reset game elements
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def init_game():
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freight_positions.clear()
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load_images() # Ensure images are loaded after video mode set
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reset_truck_bed_freight()
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# Reset freight on the truck bed
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def reset_truck_bed_freight():
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types = list(freight_images_full.keys())
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for x in range(12, 16):
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freight_positions[(x, 0)] = random.choice(types)
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# Drawing functions
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def draw_board():
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screen.fill((255, 255, 255))
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for x in range(GRID_WIDTH):
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for y in range(GRID_HEIGHT):
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pygame.draw.rect(screen, (0, 0, 0), pygame.Rect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE), 1)
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def draw_truck_bed_and_racks():
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for x in range(12, 16):
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pygame.draw.rect(screen, (0, 0, 255), (x * TILE_SIZE, 0, TILE_SIZE, TILE_SIZE))
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for y in range(5, 8):
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for x in range(GRID_WIDTH):
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pygame.draw.rect(screen, (165, 42, 42), (x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE))
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for key in tile_cost:
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x=key[0]
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y=key[1]
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pygame.draw.rect(screen, (10*tile_cost[key], 130, 100), (x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE))
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def draw_forklift_and_freight():
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x, y = forklift_pos
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if carrying_freight:
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# Draw smaller images when carrying freight
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small_size = (TILE_SIZE // 2, TILE_SIZE // 2)
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forklift_small = pygame.transform.scale(forklift_image_full, small_size)
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freight_small = pygame.transform.scale(freight_images_full[carried_freight], small_size)
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screen.blit(forklift_small, (x * TILE_SIZE, y * TILE_SIZE + TILE_SIZE // 2))
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screen.blit(freight_small, (x * TILE_SIZE + TILE_SIZE // 2, y * TILE_SIZE))
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else:
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screen.blit(forklift_image_full, (x * TILE_SIZE, y * TILE_SIZE))
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def draw_freight():
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for (x, y), freight_type in freight_positions.items():
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screen.blit(freight_images_full[freight_type], (x * TILE_SIZE, y * TILE_SIZE))
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# Game mechanics
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def move_forklift():
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global forklift_pos
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if(rotation=='E'):
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new_pos=[forklift_pos[0]+1,forklift_pos[1]]
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elif(rotation=='W'):
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new_pos=[forklift_pos[0]-1,forklift_pos[1]]
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elif(rotation=='N'):
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new_pos=[forklift_pos[0],forklift_pos[1]+1]
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elif (rotation == 'S'):
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new_pos = [forklift_pos[0], forklift_pos[1] - 1]
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#new_pos = [forklift_pos[0] + dx, forklift_pos[1] + dy]
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if 0 <= new_pos[0] < GRID_WIDTH and 0 <= new_pos[1] < GRID_HEIGHT:
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forklift_pos = new_pos
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def rotate_forklift(x):
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global rotation
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rot=['N','E','S','W']
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rots=rot.index(rotation)
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if x=='R':
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if rots==0:
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x=rot[3]
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else:
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x=rot[rots-1]
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elif x=='L':
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if rots==3:
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x=rot[0]
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else:
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x=rot[rots+1]
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rotation=x
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def handle_freight():
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global carrying_freight, carried_freight, freight_positions
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pos_tuple = tuple(forklift_pos)
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if carrying_freight:
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if pos_tuple not in freight_positions:
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freight_positions[pos_tuple] = carried_freight
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carrying_freight = False
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carried_freight = None
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else:
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if pos_tuple in freight_positions:
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carried_freight = freight_positions.pop(pos_tuple)
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carrying_freight = True
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#searching for successors
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def succ(current_node):
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current_rotation=current_node.rotation
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x=current_node.position[0]
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y=current_node.position[1]
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current_cost=tile_cost.get((x,y),1)
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successors=[]
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if(current_rotation=="N"):
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if(y>0):
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pos=[]
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pos.append(x)
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pos.append(y-1)
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action='FW'
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successor=Node(pos,current_rotation,action,current_node,current_cost)
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successors.append(successor)
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if(x>0):
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pos = []
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pos.append(x)
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pos.append(y)
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new_rotation='W'
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action='L'
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successor = Node(pos, new_rotation,action,current_node,current_cost)
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successors.append(successor)
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if(x<15):
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pos = []
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pos.append(x)
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pos.append(y)
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new_rotation='E'
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action='R'
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successor = Node(pos, new_rotation,action,current_node,current_cost)
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successors.append(successor)
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elif (current_rotation == "S"):
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if (y < 7):
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pos = []
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pos.append(x)
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pos.append(y + 1)
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action = 'FW'
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successor = Node(pos, current_rotation,action,current_node,current_cost)
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successors.append(successor)
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if (x <15):
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pos = []
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pos.append(x)
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pos.append(y)
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new_rotation = 'E'
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action='L'
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successor = Node(pos, new_rotation,action,current_node,current_cost)
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successors.append(successor)
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if (x > 0):
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pos = []
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pos.append(x)
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pos.append(y)
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new_rotation = 'W'
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action = 'R'
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successor = Node(pos, new_rotation,action,current_node,current_cost)
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successors.append(successor)
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elif (current_rotation == "E"):
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if (x <15):
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pos = []
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pos.append(x+1)
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pos.append(y)
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action = 'FW'
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successor = Node(pos, current_rotation,action,current_node,current_cost)
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successors.append(successor)
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if (y <7):
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pos = []
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pos.append(x)
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pos.append(y)
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new_rotation = 'S'
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action='R'
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successor = Node(pos, new_rotation,action,current_node,current_cost)
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successors.append(successor)
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if (y >0):
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pos = []
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pos.append(x)
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pos.append(y)
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new_rotation = 'N'
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action = 'L'
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successor = Node(pos, new_rotation,action,current_node,current_cost)
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successors.append(successor)
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elif (current_rotation == "W"):
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if (x > 0):
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pos = []
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pos.append(x-1)
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pos.append(y)
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action = 'FW'
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successor = Node(pos, current_rotation,action,current_node,current_cost)
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successors.append(successor)
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if (y >0):
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pos = []
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pos.append(x)
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pos.append(y)
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new_rotation = 'N'
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action='R'
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successor = Node(pos, new_rotation,action,current_node,current_cost)
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successors.append(successor)
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if (y <7):
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pos = []
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pos.append(x)
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pos.append(y)
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new_rotation = 'S'
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action = 'L'
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successor = Node(pos, new_rotation,action,current_node,current_cost)
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successors.append(successor)
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return successors
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def distance(current_node,target):
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return abs(current_node.position[0]-target.position[0])+abs(current_node.position[1]-target.position[1])
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#bfs
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def bfs(isstate,final):
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fringe=deque()
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fringe.append(isstate)
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path=[]
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explored=[]
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while(True):
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if(len(fringe)==0):
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return False
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node=fringe.popleft()
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if(node.position[0]==final.position[0] and node.position[1]==final.position[1]):
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while(node.parent!=None):
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path.append(node)
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node=node.parent
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return path
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explored.append(node)
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successors=succ(node)
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for successor in successors:
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if (successor not in fringe and successor not in explored):
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fringe.append(successor)
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def astar(isstate,final):
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fringe=[]
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heapq.heappush(fringe,(0,isstate))
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path = []
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explored = []
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total_cost={isstate:0}
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while(True):
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if (len(fringe) == 0):
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return False
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a,node =heapq.heappop(fringe)
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if (node.position[0] == final.position[0] and node.position[1] == final.position[1]):
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while (node.parent != None):
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path.append(node)
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node = node.parent
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return path
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explored.append(node)
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successors = succ(node)
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for successor in successors:
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new_cost=total_cost[node]+successor.cost
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if (successor not in explored or new_cost<total_cost.get(successor,float('inf'))):
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total_cost[successor]=new_cost
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p=new_cost+distance(successor,final)
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heapq.heappush(fringe,(p,successor))
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# Main game loop
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def game_loop():
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init_game()
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current=Node(forklift_pos,rotation,'start',None,0)
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final=Node([10,5],'N','final',None,0)
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path=astar(current,final)
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path.reverse()
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for node in path:
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print(node.action)
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i=0
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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rotate_forklift('L')
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load_images()
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elif event.key == pygame.K_RIGHT:
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rotate_forklift('R')
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load_images()
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elif event.key == pygame.K_UP:
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move_forklift()
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elif event.key == pygame.K_SPACE:
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handle_freight()
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elif event.key == pygame.K_r:
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reset_truck_bed_freight()
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draw_board()
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draw_truck_bed_and_racks()
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draw_freight()
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draw_forklift_and_freight()
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pygame.display.flip()
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clock.tick(FPS)
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if(i<len(path)):
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nod=path[i]
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if(nod.action=='FW'):
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move_forklift()
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elif(nod.action=='L'):
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rotate_forklift('L')
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load_images()
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elif(nod.action=='R'):
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rotate_forklift('R')
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load_images()
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i=i+1
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pygame.time.wait(500)
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pygame.quit()
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sys.exit()
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game_loop()
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