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15 Commits
sieci-neur
...
main
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1
.gitignore
vendored
1
.gitignore
vendored
@ -1,3 +1,4 @@
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__pycache__/
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.DS_Store
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.env
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src/field
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3
.vscode/extensions.json
vendored
3
.vscode/extensions.json
vendored
@ -1,3 +0,0 @@
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{
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"recommendations": ["sbsnippets.pytorch-snippets"]
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}
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@ -8,6 +8,8 @@ Wymagane biblioteki do pobrania:
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pip install pygame
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pip install python-dotenv
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pip install pytholog
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pip install torch
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pip install sklearn
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```
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Stwórz plik `.env` w głównym folderze projektu o poniższej treści:
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@ -25,10 +27,6 @@ STARTING_DIRECTION = north
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START_X = 0
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START_Y = 0
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# coordinates of destination tile
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FINAL_X = 15
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FINAL_Y = 15
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# tiles without plants modifier
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FREE_TILES = 2
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```
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@ -37,9 +35,12 @@ Uruchom środowisko używając komend:
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```
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cd src
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python generate_field.py
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python main.py
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```
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Skrypt `generate_field.py` musi zostać przy pierwszym uruchomieniu, aby wygenerować pole. Kolejne wykonania skryptu nie są wymagane.
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## 🧑🌾 Członkowie grupy
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- Wojciech Kubicki (483780)
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1
src/.~lock.tree.csv#
Normal file
1
src/.~lock.tree.csv#
Normal file
@ -0,0 +1 @@
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,adam,adam-thinkpad,10.06.2024 15:05,file:///home/adam/.config/libreoffice/4;
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@ -1,13 +1,16 @@
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import pygame
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from tile import Tile
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from tractor import Tractor
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from ast import literal_eval
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class Field:
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def __init__(self):
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self.tiles = pygame.sprite.Group()
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# TODO: enable resizing field grid from 16x16 to any size
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for x in range(256):
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self.tiles.add(Tile(x, self))
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with open('./field', 'r', encoding='UTF-8') as file:
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content = file.read()
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tiles = literal_eval(content)
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for x in range(len(tiles)):
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self.tiles.add(Tile(x, self, tiles[x]))
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self.tractor = Tractor(self)
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116
src/generate_field.py
Normal file
116
src/generate_field.py
Normal file
@ -0,0 +1,116 @@
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from random import randint, choices, random
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from kb import tractor_kb, multi_sasiedzi
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import pytholog as pl
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from numpy.random import choice as npchoice
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def score_field(field):
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score = 0
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for index in range(len(field)):
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neighbours = []
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if index >= 16 and field[index-16] != 'water':
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neighbours.append(field[index-16])
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if index % 15 != 0 and field[index+1] != 'water':
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neighbours.append(field[index+1])
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if index < 240 and field[index+16] != 'water':
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neighbours.append(field[index+16])
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if index % 16 != 0 and field[index-1] != 'water':
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neighbours.append(field[index-1])
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mod = multi_sasiedzi(field[index], neighbours)[0]["Mul"]
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if mod > 10:
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print(mod, '= multi(', field[index], ', ', neighbours, ')')
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score += mod
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score = score / 256
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return score
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def choose_parents(population):
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total_weights = sum(entity[0] for entity in population)
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weights = [entity[0] / total_weights for entity in population]
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selection = npchoice(len(population), size=2, replace=False, p=weights)
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parents = [population[i] for i in selection]
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return parents[0], parents[1]
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def breed_and_mutate(mom, dad):
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crossover_point = randint(1, len(mom[1]) - 2)
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offspring = mom[1][:crossover_point] + dad[1][crossover_point:]
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if len(offspring) != len(mom):
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ValueError("offspring length is not equal to mom length")
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if random() < 0.1:
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mutation_index = randint(0, len(offspring) - 1)
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while offspring[mutation_index] == 'water':
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mutation_index = randint(0, len(offspring) - 1)
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mutation = get_random_vegetable()
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while mutation == offspring[mutation_index]:
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mutation = get_random_vegetable()
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offspring[mutation_index] = mutation
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offspring_score = score_field(offspring)
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# print('offspring score', offspring_score, 'for parents', mom[0], 'and', dad[0])
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return [offspring_score, offspring]
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def get_random_vegetable():
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vegetables = [x['Nazwa_warzywa'] for x in tractor_kb.query(pl.Expr("warzywo(Nazwa_warzywa)"))]
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return vegetables[randint(0,len(vegetables)-1)]
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def genetic_algorithm(population, iterations):
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population_size = len(population)
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for entity in population:
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entity[0] = score_field(entity[1])
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for iteration in range(iterations):
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population.sort(key=lambda x: x[0], reverse=True)
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print('\n=====\n\n💪 Best individual in iteration', iteration, 'has a score of', population[0][0])
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population = population[:population_size//2]
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new_offspring = []
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while len(population) + len(new_offspring) < population_size:
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mom, dad = choose_parents(population)
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child = breed_and_mutate(mom, dad)
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new_offspring.append(child)
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population.extend(new_offspring)
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return population[0]
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population = []
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# each field has unmutable locations of water and grass tiles
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water_tile_indexes = [1, 2, 3, 34, 37, 44, 45, 53, 60, 61, 69, 81, 82, 83, 84, 119, 120, 121, 136, 152, 187, 194, 202, 203, 204, 210, 219, 226, 227, 228]
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grass_tile_indexes = [0, 39, 40, 56, 71, 72, 73, 86, 88, 114, 115, 130, 146, 147, 163, 164, 166, 167, 180, 181, 182, 231, 232, 233]
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vegetables = [x['Nazwa_warzywa'] for x in tractor_kb.query(pl.Expr("warzywo(Nazwa_warzywa)"))]
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for _ in range(100):
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field = [vegetables[randint(0, 24)] for _ in range(256)]
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for index in water_tile_indexes:
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field[index] = "water"
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for index in grass_tile_indexes:
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field[index] = "grass"
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# entities of the population are stored with two properties
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# the first being the average score of the field
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# and the second being the layout of the field
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population.append([0, field])
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best = genetic_algorithm(population, 20)
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print('\n=====\n\nfinal field multiplier score is', best[0])
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with open('field', 'w', encoding='utf-8') as file:
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file.write(str(best[1]))
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file.close
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print('final field layout saved to file "field" in the current working directory\n')
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@ -370,7 +370,7 @@ tractor_kb([
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"przeszkadza(burak, szpinak, 0.85)",
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"przeszkadza(burak, ziemniak, 0.85)",
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"przeszkadza(cebula, fasola, 0.80)",
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"przeszkadza(cebula, groch, 85)",
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"przeszkadza(cebula, groch, 0.85)",
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"przeszkadza(cebula, kalafior, 0.70)",
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"przeszkadza(cebula, kapusta, 0.75)",
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"przeszkadza(cebula, marchew, 0.85)",
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11
src/main.py
11
src/main.py
@ -1,7 +1,7 @@
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import pygame
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from field import Field
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import os
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from config import TILE_SIZE, TICK_RATE
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from config import TILE_SIZE, TICK_RATE, FINAL_X, FINAL_Y
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if __name__ == "__main__":
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pygame.init()
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@ -13,10 +13,19 @@ if __name__ == "__main__":
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field = Field()
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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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if event.type == pygame.MOUSEBUTTONDOWN:
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x, y = pygame.mouse.get_pos()
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print(f"Mouse clicked at: ({x}, {y})")
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grid_x = x // TILE_SIZE
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grid_y = y // TILE_SIZE
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field.tractor.set_new_goal((grid_x, grid_y))
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field.tractor.update()
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screen.fill(WHITE)
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39
src/tile.py
39
src/tile.py
@ -11,25 +11,26 @@ from PIL import Image
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class Tile(pygame.sprite.Sprite):
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def __init__(self, id, field):
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def __init__(self, id, field, tile_type):
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super().__init__()
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self.id = id
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x = id%16
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y = id//16
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self.field = field
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# temporary solution to have vegetables act as obstacles
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if random.randint(1, 10) % FREE_TILES == 0:
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vegetables = tractor_kb.query(pl.Expr("warzywo(Nazwa_warzywa)"))
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random_vegetable = vegetables[random.randint(0, len(vegetables)-1)]['Nazwa_warzywa']
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if random_vegetable in {'cebula','pietruszka','bób', 'dynia','ziemniak'}:
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random_vegetable = 'marchew'
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self.set_type(random_vegetable)
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self.set_type(tile_type)
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print('tile type set as', tile_type)
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if self.type == 'water':
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self.stage = 'no_plant'
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self.prediction = 'water'
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self.water_level = 100
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elif self.type == 'grass':
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self.stage = 'no_plant'
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self.prediction = 'grass'
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self.water_level = random.randint(1, 5) * 10
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else:
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self.stage = 'planted' # wczesniej to była self.faza = 'posadzono' ale stwierdzilem ze lepiej po angielsku???
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self.water_level = random.randint(1, 5) * 10
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classes = [
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"bób", "brokuł", "brukselka", "burak", "cebula",
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@ -52,19 +53,6 @@ class Tile(pygame.sprite.Sprite):
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self.prediction = self.predict(model, image_transforms, self.image_path, classes)
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else:
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if random.randint(1, 10) % 3 == 0:
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self.set_type('water')
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self.water_level = 100
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self.stage = 'no_plant'
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self.prediction = 'water'
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else:
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self.set_type('grass')
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self.water_level = random.randint(1, 5) * 10
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self.stage = 'no_plant'
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self.prediction = 'grass'
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self.rect = self.image.get_rect()
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self.rect.topleft = (x * TILE_SIZE, y * TILE_SIZE)
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@ -109,9 +97,6 @@ class Tile(pygame.sprite.Sprite):
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result = classes[predicted.item()]
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if result == "ziemniak":
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result = 'marchew'
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return result
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@ -18,30 +18,33 @@ class Tractor(pygame.sprite.Sprite):
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def __init__(self, field):
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super().__init__
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self.field = field
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self.water = 50
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self.image = pygame.image.load('images/tractor/east.png').convert_alpha()
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self.image = pygame.transform.scale(self.image, (TILE_SIZE, TILE_SIZE))
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self.rect = self.image.get_rect()
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self.direction = STARTING_DIRECTION
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# TODO: enable tractor to start on other tile than (0,0)
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self.start = (START_X, START_Y)
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self.final = (FINAL_X, FINAL_Y)
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self.direction = 'east'
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self.start = (0, 0)
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self.final = (0, 0)
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print('destination @', self.final[0], self.final[1])
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self.rect.topleft = (self.start[0] * TILE_SIZE, self.start[1] * TILE_SIZE)
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self.water = 50
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# A-STAR
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# came_from, total_cost = self.a_star()
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# path = self.reconstruct_path(came_from)
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# self.actions = self.recreate_actions(path)
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# self.action_index = 0
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self.rect.topleft = (self.start[0] * TILE_SIZE, self.start[1] * TILE_SIZE)
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self.actions = []
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self.action_index = 0
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# DECISION TREE:
|
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self.label_encoders = {}
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self.load_decision_tree_model()
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def set_new_goal(self, goal):
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self.start = self.get_coordinates()
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self.final = goal
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came_from, total_cost = self.a_star()
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path = self.reconstruct_path(came_from)
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self.actions = self.recreate_actions(path)
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self.action_index = 0
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print(f"New goal set to: {self.final}")
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def load_decision_tree_model(self):
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data = pd.read_csv('tree.csv')
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@ -94,13 +97,11 @@ class Tractor(pygame.sprite.Sprite):
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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|
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|
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def get_coordinates(self):
|
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x = self.rect.x // TILE_SIZE
|
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y = self.rect.y // TILE_SIZE
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return (x,y)
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|
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def move(self):
|
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if self.direction == "north" and self.rect.y > 0:
|
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self.rect.y -= TILE_SIZE
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@ -163,28 +164,20 @@ class Tractor(pygame.sprite.Sprite):
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else:
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self.move()
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|
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def update(self):
|
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# A STAR:
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# if self.action_index == len(self.actions):
|
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# return
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# action = self.actions[self.action_index]
|
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|
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# match (action):
|
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# case ('move'):
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# self.move()
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# case ('left'):
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# self.rotate('left')
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# case ('right'):
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# self.rotate('right')
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# DECISION TREE:
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def decision_tree(self):
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match (self.get_current_tile().type):
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case ('grass'):
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action = self.make_decision()
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if (self.get_current_tile().type != 'grass' or self.get_current_tile().type == 'water'): action = 'move'
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case ('water'):
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action = 'nothing'
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case _:
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action = 'water'
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self.prev_action = action
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print("Decyzja podjęta przez drzewo decyzyjne: ", action)
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|
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match (action):
|
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case ('move'):
|
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case ('nothing'):
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pass
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#self.move_rotating()
|
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case ('harvest'):
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@ -192,7 +185,7 @@ class Tractor(pygame.sprite.Sprite):
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case ('water'):
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self.get_current_tile().water_level += 10
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case ('plant(bób)'):
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self.get_current_tile().set_type('marchew')
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self.get_current_tile().set_type('bób')
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case ('plant(brokuł)'):
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self.get_current_tile().set_type('brokuł')
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case ('plant(brukselka)'):
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@ -200,11 +193,11 @@ class Tractor(pygame.sprite.Sprite):
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case ('plant(burak)'):
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self.get_current_tile().set_type('burak')
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case ('plant(cebula)'):
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self.get_current_tile().set_type('marchew')
|
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self.get_current_tile().set_type('cebula')
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case ('plant(cukinia)'):
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self.get_current_tile().set_type('cukinia')
|
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case ('plant(dynia)'):
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self.get_current_tile().set_type('fasola')
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self.get_current_tile().set_type('dynia')
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case ('plant(fasola)'):
|
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self.get_current_tile().set_type('fasola')
|
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case ('plant(groch)'):
|
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@ -224,7 +217,7 @@ class Tractor(pygame.sprite.Sprite):
|
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case ('plant(papryka)'):
|
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self.get_current_tile().set_type('papryka')
|
||||
case ('plant(pietruszka)'):
|
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self.get_current_tile().set_type('marchew')
|
||||
self.get_current_tile().set_type('pietruszka')
|
||||
case ('plant(pomidor)'):
|
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self.get_current_tile().set_type('pomidor')
|
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case ('plant(por)'):
|
||||
@ -241,8 +234,22 @@ class Tractor(pygame.sprite.Sprite):
|
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self.get_current_tile().set_type('szpinak')
|
||||
case ('plant(ziemniak)'):
|
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self.get_current_tile().set_type('ziemniak')
|
||||
self.move_2()
|
||||
#self.action_index += 1
|
||||
|
||||
def update(self):
|
||||
# A STAR:
|
||||
if self.action_index == len(self.actions):
|
||||
return
|
||||
action = self.actions[self.action_index]
|
||||
|
||||
match (action):
|
||||
case ('move'):
|
||||
self.move()
|
||||
case ('left'):
|
||||
self.rotate('left')
|
||||
case ('right'):
|
||||
self.rotate('right')
|
||||
|
||||
self.action_index += 1
|
||||
|
||||
if self.get_current_tile().type == "grass":
|
||||
print("Co jest faktycznie: trawa")
|
||||
@ -253,8 +260,12 @@ class Tractor(pygame.sprite.Sprite):
|
||||
print("Co jest faktycznie: ", self.get_current_tile().type)
|
||||
print("\n")
|
||||
|
||||
if self.get_coordinates() == self.final:
|
||||
self.decision_tree()
|
||||
|
||||
return
|
||||
|
||||
|
||||
def log_info(self):
|
||||
# print on what tile type the tractor is on
|
||||
x = self.rect.x // TILE_SIZE
|
||||
@ -367,13 +378,12 @@ class Tractor(pygame.sprite.Sprite):
|
||||
if current == self.final:
|
||||
break
|
||||
|
||||
# next_node: tuple[int, int]
|
||||
for next_node in self.neighboring_nodes(coordinates=current):
|
||||
enter_cost = self.cost_of_entering_node(coordinates=next_node)
|
||||
new_cost: int = cost_so_far[current] + enter_cost
|
||||
new_cost = cost_so_far[current] + enter_cost
|
||||
if next_node not in cost_so_far or new_cost < cost_so_far[next_node]:
|
||||
cost_so_far[next_node] = new_cost
|
||||
priority = new_cost + self.manhattan_cost(current)
|
||||
priority = new_cost + self.manhattan_cost(next_node)
|
||||
heapq.heappush(fringe, (priority, next_node))
|
||||
came_from[next_node] = current
|
||||
|
||||
|
38
src/tree.csv
38
src/tree.csv
@ -217,3 +217,41 @@ cebula,40,growing,szpinak,grass,kapusta,szpinak,move
|
||||
cebula,50,growing,water,szpinak,kalarepa,grass,move
|
||||
cebula,10,growing,szpinak,grass,marchew,grass,move
|
||||
cebula,20,growing,grass,cebula,burak,grass,move
|
||||
grass,10,no_plant,szpinak,dynia,szpinak,water,plant(seler)
|
||||
grass,10,no_plant,marchew,dynia,grass,water,plant(seler)
|
||||
grass,10,no_plant,water,dynia,cebula,cebula,plant(seler)
|
||||
grass,10,no_plant,ogórek,dynia,cebula,grass,plant(seler)
|
||||
grass,10,no_plant,szpinak,dynia,fasola,grass,plant(seler)
|
||||
ziemniak,40,planted,water,grass,szpinak,grass,move
|
||||
ziemniak,50,grown,szpinak,szpinak,grass,grass,move
|
||||
ziemniak,10,planted,water,ziemniak,seler,water,move
|
||||
ziemniak,20,planted,szpinak,szpinak,grass,seler,move
|
||||
ziemniak,30,planted,grass,water,ziemniak,grass,move
|
||||
ziemniak,40,planted,growing,grass,grass,burak,move
|
||||
ziemniak,50,grown,growing,szpinak,water,grass,move
|
||||
ziemniak,10,planted,growing,water,szpinak,marchew,move
|
||||
ziemniak,20,planted,growing,szpinak,grass,kapusta,move
|
||||
cukinia,50,grown,brukselka,water,grass,jarmuż,move
|
||||
dynia,0,grown,burak,grass,pietruszka,kalafior,move
|
||||
grass,10,grown,cebula,grass,pietruszka,kalarepa,move
|
||||
grass,20,grown,cukinia,groch,pietruszka,kapusta,move
|
||||
jarmuż,30,grown,grass,water,pietruszka,brokuł,move
|
||||
kalafior,40,grown,fasola,pietruszka,water,brukselka,move
|
||||
grass,10,grown,cebula,pietruszka,grass,kalarepa,move
|
||||
grass,20,grown,cukinia,pietruszka,groch,kapusta,move
|
||||
jarmuż,30,grown,grass,pietruszka,water,brokuł,move
|
||||
kalafior,40,grown,fasola,kalafior,water,brukselka,move
|
||||
bób,40,planted,jarmuż,grass,water,bób,move
|
||||
brokuł,10,growing,kalafior,brokuł,bób,kalafior,move
|
||||
brukselka,20,growing,water,brukselka,grass,bób,move
|
||||
burak,30,planted,bób,burak,brukselka,bób,move
|
||||
cebula,40,growing,brokuł,bób,burak,bób,move
|
||||
cukinia,40,growing,grass,bób,water,grass,move
|
||||
dynia,10,planted,grass,grass,cukinia,kalafior,move
|
||||
grass,40,planted,jarmuż,grass,water,bób,move
|
||||
grass,10,growing,kalafior,brokuł,bób,kalafior,move
|
||||
grass,20,growing,water,bób,grass,bób,move
|
||||
grass,30,planted,bób,burak,brukselka,bób,move
|
||||
grass,40,growing,brokuł,bób,burak,bób,move
|
||||
grass,40,growing,grass,bób,water,grass,move
|
||||
grass,10,planted,bób,grass,cukinia,kalafior,move
|
||||
|
|
Loading…
Reference in New Issue
Block a user