def find_the_path(screen, grid, start, end, algo):
    if algo == "Breadth-First Search":
        pathfinding.bfs(screen, grid, start, end)
    elif algo == "Depth-First Search":
        pathfinding.dfs(screen, grid, start, end)
    elif algo == "Dijkstra's Algorithm":
        pathfinding.dijkstra(screen, grid, start, end)
    elif algo == "A* Search":
        pathfinding.a_star(screen, grid, start, end)
    else:
        print("-----Select an Algorithm-----")
 def test_a_star_basic(self):
     heuristics = {'a': 5, 'b': 3, 'c': 9, 'd': 0}
     graph = {'a': {'b': 1, 'c': 2},
              'b': {'a': 1, 'c': 2, 'd': 3},
              'c': {'a': 2, 'b': 2, 'd': 1},
              'd': {'b': 3, 'c': 1}
              }
     start, end = 'a', 'd'
     self.assertEqual(('abd', 4), a_star(graph, heuristics, start, end))
Beispiel #3
0
 def __init__(self,x,y,image_files,collid_list,pix_size,area = 1):
     super().__init__(x,y,image_files)
     
     self.pix_size = pix_size
     self.path_finder = a_star(collid_list,pix_size)
     self.mob_type = 'M'
     self.exp = self.level*10 * area
     self.level = area * 2
     self.stats_reroll()
Beispiel #4
0
    def __init__(self, x, y, image_files, collid_list, pix_size, area=1):
        super().__init__(x, y, image_files)

        self.pix_size = pix_size
        self.path_finder = a_star(collid_list, pix_size)
        self.mob_type = 'M'
        self.exp = self.level * 10 * area
        self.level = area * 2
        self.stats_reroll()
 def test_a_star_advanced(self):
     graph = {
         'a': {'b': 5, 'd': 3, 'c': 7},
         'b': {'a': 5, 'f': 2},
         'c': {'a': 7, 'f': 3, 'e': 3},
         'd': {'a': 3, 'e': 2},
         'e': {'d': 2, 'c': 3},
         'f': {'b': 2, 'c': 3}
     }
     heuristics = {'a': 5, 'b': 30, 'c': 5, 'd': 15, 'e': 10, 'f': 0}
     start, end = 'a', 'f'
     self.assertEqual(('acf', 10), a_star(graph, heuristics, start, end))
Beispiel #6
0
    def __init__(self):
        rospy.init_node("robot")
        self.current_pose = rospy.get_param("/robot_start")
        self.previous_pose = self.current_pose
        self.controller = Controller()
        self.goals = PriorityQueue()
        self.map_cells = self.get_map()
        self.hz = rospy.Rate(10)

        rospy.Subscriber("/base_pose_ground_truth", Odometry, self.set_pose)

        self.marker_path = MyMarker(rgb=ORANGE, namespace="path", frame="/map", size=[.07, .07, .1])
        self.marker_traversed = MyMarker(rgb=GREEN, namespace="real", frame="/map", size=[.05, .05, .15])
        self.marker_goals = MyMarker(rgb=YELLOW, namespace="goals", frame="/map", size=[.07, .07, .07])
        self.marker_reached_goals = MyMarker(rgb=GREEN, namespace="reached", frame="/map", size=[.1, .1, .1])

        self.get_goals_and_add_markers()
        self.sort_goals()

        for goal in self.goals:
            print "Next destination is: ", goal[0], " ", goal[1]
            goal = (round(goal[0], 1), round(goal[1], 1))
            start_point = (round(self.current_pose[0], 1), round(self.current_pose[1], 1))
            current_path = pathfinding.a_star(start_point, goal, self.map_cells)

            if goal not in current_path:
                current_path.append(goal)

            self.marker_path.add_line(current_path)

            for point in current_path:
                while not rospy.is_shutdown():
                    x = self.current_pose[0]
                    y = self.current_pose[1]
                    goal_x = point[0]
                    goal_y = point[1]

                    if abs(x - goal_x) + abs(y - goal_y) < .12:
                        if abs(x - goal[0]) + abs(y - goal[1]) < .12:
                            self.marker_reached_goals.add_marker(goal)
                            self.marker_reached_goals.draw_markers()
                        break

                    self.marker_traversed.add_marker([x, y])
                    self.marker_goals.draw_markers()
                    self.marker_reached_goals.draw_markers()
                    self.marker_path.draw_markers()
                    self.marker_traversed.draw_markers()
                    self.controller.drive(goal_x, goal_y)
                    self.hz.sleep()
Beispiel #7
0
    def __find_shortest_path(self) -> None:
        """ Callback function to find the shortest path. Displays an error message if a starting and ending point
        are not selected.
        """
        if self.__start is None or self.__end is None:
            messagebox.showerror(
                "Error",
                "Please select both a starting and ending point before running the"
                " pathfinding algorithm!")
        else:
            import pathfinding
            path = pathfinding.a_star(self)

            if not path:
                messagebox.showinfo("Info", "No path found!")
                return
            self.__draw_shortest_path(path)
Beispiel #8
0
def game_loop():
    # INICIALIZAMOS LA APP
    pygame.display.set_caption('My game')
    clock = pygame.time.Clock()

    x_change = 0
    y_change = 0
    player = [15, 8]
    goal_x = 15
    goal_y = 22

    player_facing_east = True

    path = pathfinding.a_star(player[1], player[0], goal_x, goal_y, steppable_tiles, map)
    print(path, end="\n\n")
    step = 0

    # GAME LOOP
    finished = False
    while not finished:
        # DRAW THE FRAME WITH THE NEEDED TILES
        draw_image(player, player_facing_east)

        # READ USER INPUT
        # finished, x_change, y_change, player_facing_east = read_user_input(x_change, y_change, player_facing_east)
        # player = update_player_pos(player, x_change, y_change)

        if step > 0:
            if path != None and step < len(path):
                player = path[step]
            else:
                finished = True
        print(player, end=", ")
        step += 1

        sleep(0.5)

        # UPDATEAMOS EL DISPLAY Y AVANZAMOS EN EL TIEMPO
        pygame.display.update()
        clock.tick()
Beispiel #9
0
def main():
    """ Main Program """
    pygame.init()
 
    # Set the height and width of the screen
    size = [SCREEN_WIDTH, SCREEN_HEIGHT]
    screen = pygame.display.set_mode(size)
 
    pygame.display.set_caption("Dungeon Dreams Demo")
 
    # Create the player
    map_pix_size = 30

 
    # Create all the levels
    level_list = []
#    level_list.append( Level_01(player) )
 
    # Set the current level
    current_level_no = 0
    current_level = 0
#    current_level = level_list[current_level_no]

    active_sprite_list = pygame.sprite.Group()

 
    # Loop until the user clicks the close button.
    done = False
 
    # Used to manage how fast the screen updates
    clock = pygame.time.Clock()
    all_sprites_list = pygame.sprite.LayeredDirty()
    collid_list = pygame.sprite.LayeredDirty()
    mobiles_list = pygame.sprite.Group()
    m_attacks = pygame.sprite.Group()
    area = None
    image_files = glob.glob('HumanMage.PNG')
    hud = Hud(screen)
    player = Player(100,100,image_files,hud)
    hud.display_player_stats(player.stats)
    player.set_all_sprites(all_sprites_list)
    screen_size = (screen.get_width(),screen.get_height())
    m_fact = Monster_Factory(area,collid_list,50,screen_size,all_sprites_list,player)
    map_tool = Map_Handler(screen,all_sprites_list,collid_list,player,mobiles_list,
                           m_fact,hud)
    map_tool.build_area()
    item_fact = map_tool.get_item_fact()

    shift_x = 0
    shift_y = 0
    
    all_mobiles = m_fact.get_mobiles_group()
    dam_mod = 1
    #init path finding...
    path_finder = a_star(collid_list,50)
    player.group_add(all_mobiles)

    image_files = glob.glob('*.PNG')
    
    #init events for following and monsters, start at 3 seconds because
    #player needs a second or two catch bearings
    FOLLOW_EVENT = USEREVENT + 1
    M_ATTACK_EVENT = USEREVENT + 2
    pygame.time.set_timer(FOLLOW_EVENT, 3000)
    pygame.time.set_timer(M_ATTACK_EVENT,3000)
    game_start = False
    #-------- Main Program Loop -----------
    while not done:

        #Probably would make a class just to handle
        #client events.
        #These handle the movements
        keys = pygame.key.get_pressed()
        if keys[pygame.K_h]:
            player.changespeed(-1, 0)
        if keys[pygame.K_l]:
            player.changespeed(1, 0)
        if keys[pygame.K_k]:
            player.changespeed(0, -1)
        if keys[pygame.K_j]:
            player.changespeed(0, 1)
        if keys[pygame.K_n]: 
            player.changespeed(1,1)
        if keys[pygame.K_b]: 
            player.changespeed(-1,1)
        if keys[pygame.K_y]:
            player.changespeed(-1,-1)
        if keys[pygame.K_u]:
            player.changespeed(1,-1)

        #More events, quit and attacks and stopping the player
        #when the button goes up.
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True

            player.check_events(event)

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE:
                    r_attack = player.ranged_attack(all_sprites_list,
                                                    None,
                                                    player.r_attack_images,
                                                    dam_mod)
                    m_fact.set_check_attack(r_attack)
                    
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_h:
                    player.stop()
                if event.key == pygame.K_y:
                    player.stop()
                if event.key == pygame.K_k:
                    player.stop()
                if event.key == pygame.K_u:
                    player.stop()
                if event.key == pygame.K_l:
                    player.stop()
                if event.key == pygame.K_n:
                    player.stop()
                if event.key == pygame.K_j:
                    player.stop()
                if event.key == pygame.K_b:
                    player.stop()

            #Really for testing pathfinding, pathfinding is really for monsters.
            if event.type == pygame.MOUSEBUTTONUP:
                pos = pygame.mouse.get_pos()
                player.follow_path(path_finder.get_path(player.get_pos(),pos),
                                   map_pix_size,
                                   pos)

            #Monsters follow every two seconds to cut down on pathfinding
            #Calculations
            if event.type == FOLLOW_EVENT:
                m_fact.monster_group_follow(player.get_pos())
                pygame.time.set_timer(FOLLOW_EVENT, 2000)

            #Attack every second which is kind of a lot still
            #Otherwise player would get hurt too fast or too slow.
            if event.type == M_ATTACK_EVENT:
                m_attacks = m_fact.monsters_attack(player.get_pos())
                player.set_check_attack(m_attacks)
                pygame.time.set_timer(M_ATTACK_EVENT,1000)

        #Move the player and then check for game end or picked up item.
        player_pos = player.move(collid_list,all_mobiles)
        lost = player.damaged()
        m_fact.move_monsters(all_mobiles)
        got_item = item_fact.is_picked_up()
        #For now just one item and if it is picked up the player wins.
        if got_item:
            end_text = []
            end_text.append('You Found the Scepter of Yendor and Won the Game!')
            end_text.append('To replay press r!')
            end_text.append('To quit press q!')
            end_text.append('To continue press Space Bar!')
            done = game_end(True,end_text,screen,map_tool)
            map_tool.map_move(0,0)
            player.stop()
            player.ranged_item = 3
            player.speed = 8
            player.dam_mod = 10
        elif(lost):
            end_text = []
            end_text.append('You perished!')
            end_text.append('To replay press r!')
            end_text.append('To quit press q!')
            done = game_end(False,end_text,screen,map_tool)
            
        if(map_tool.map_section_change(player_pos)):
            area = map_tool.get_area()
            m_fact.gen_monsters(area)
        
        player.is_moving(map_pix_size)
        all_mobiles.update(None,None)
        if m_attacks:
            m_attacks.update()
        all_sprites_list.draw(screen)
        
        clock.tick(25)
        pygame.display.flip()
        
    pygame.quit()
Beispiel #10
0
def main():
    """ Main Program """
    pygame.init()

    # Set the height and width of the screen
    size = [SCREEN_WIDTH, SCREEN_HEIGHT]
    screen = pygame.display.set_mode(size)

    pygame.display.set_caption("Dungeon Dreams Demo")

    # Create the player
    map_pix_size = 30

    # Create all the levels
    level_list = []
    #    level_list.append( Level_01(player) )

    # Set the current level
    current_level_no = 0
    current_level = 0
    #    current_level = level_list[current_level_no]

    active_sprite_list = pygame.sprite.Group()

    # Loop until the user clicks the close button.
    done = False

    # Used to manage how fast the screen updates
    clock = pygame.time.Clock()
    all_sprites_list = pygame.sprite.LayeredDirty()
    collid_list = pygame.sprite.LayeredDirty()
    mobiles_list = pygame.sprite.Group()
    m_attacks = pygame.sprite.Group()
    area = None
    image_files = glob.glob('HumanMage.PNG')
    hud = Hud(screen)
    player = Player(100, 100, image_files, hud)
    hud.display_player_stats(player.stats)
    player.set_all_sprites(all_sprites_list)
    screen_size = (screen.get_width(), screen.get_height())
    m_fact = Monster_Factory(area, collid_list, 50, screen_size,
                             all_sprites_list, player)
    map_tool = Map_Handler(screen, all_sprites_list, collid_list, player,
                           mobiles_list, m_fact, hud)
    map_tool.build_area()
    item_fact = map_tool.get_item_fact()

    shift_x = 0
    shift_y = 0

    all_mobiles = m_fact.get_mobiles_group()
    dam_mod = 1
    #init path finding...
    path_finder = a_star(collid_list, 50)
    player.group_add(all_mobiles)

    image_files = glob.glob('*.PNG')

    #init events for following and monsters, start at 3 seconds because
    #player needs a second or two catch bearings
    FOLLOW_EVENT = USEREVENT + 1
    M_ATTACK_EVENT = USEREVENT + 2
    pygame.time.set_timer(FOLLOW_EVENT, 3000)
    pygame.time.set_timer(M_ATTACK_EVENT, 3000)
    game_start = False
    #-------- Main Program Loop -----------
    while not done:

        #Probably would make a class just to handle
        #client events.
        #These handle the movements
        keys = pygame.key.get_pressed()
        if keys[pygame.K_h]:
            player.changespeed(-1, 0)
        if keys[pygame.K_l]:
            player.changespeed(1, 0)
        if keys[pygame.K_k]:
            player.changespeed(0, -1)
        if keys[pygame.K_j]:
            player.changespeed(0, 1)
        if keys[pygame.K_n]:
            player.changespeed(1, 1)
        if keys[pygame.K_b]:
            player.changespeed(-1, 1)
        if keys[pygame.K_y]:
            player.changespeed(-1, -1)
        if keys[pygame.K_u]:
            player.changespeed(1, -1)

        #More events, quit and attacks and stopping the player
        #when the button goes up.
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True

            player.check_events(event)

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE:
                    r_attack = player.ranged_attack(all_sprites_list, None,
                                                    player.r_attack_images,
                                                    dam_mod)
                    m_fact.set_check_attack(r_attack)

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_h:
                    player.stop()
                if event.key == pygame.K_y:
                    player.stop()
                if event.key == pygame.K_k:
                    player.stop()
                if event.key == pygame.K_u:
                    player.stop()
                if event.key == pygame.K_l:
                    player.stop()
                if event.key == pygame.K_n:
                    player.stop()
                if event.key == pygame.K_j:
                    player.stop()
                if event.key == pygame.K_b:
                    player.stop()

            #Really for testing pathfinding, pathfinding is really for monsters.
            if event.type == pygame.MOUSEBUTTONUP:
                pos = pygame.mouse.get_pos()
                player.follow_path(path_finder.get_path(player.get_pos(), pos),
                                   map_pix_size, pos)

            #Monsters follow every two seconds to cut down on pathfinding
            #Calculations
            if event.type == FOLLOW_EVENT:
                m_fact.monster_group_follow(player.get_pos())
                pygame.time.set_timer(FOLLOW_EVENT, 2000)

            #Attack every second which is kind of a lot still
            #Otherwise player would get hurt too fast or too slow.
            if event.type == M_ATTACK_EVENT:
                m_attacks = m_fact.monsters_attack(player.get_pos())
                player.set_check_attack(m_attacks)
                pygame.time.set_timer(M_ATTACK_EVENT, 1000)

        #Move the player and then check for game end or picked up item.
        player_pos = player.move(collid_list, all_mobiles)
        lost = player.damaged()
        m_fact.move_monsters(all_mobiles)
        got_item = item_fact.is_picked_up()
        #For now just one item and if it is picked up the player wins.
        if got_item:
            end_text = []
            end_text.append(
                'You Found the Scepter of Yendor and Won the Game!')
            end_text.append('To replay press r!')
            end_text.append('To quit press q!')
            end_text.append('To continue press Space Bar!')
            done = game_end(True, end_text, screen, map_tool)
            map_tool.map_move(0, 0)
            player.stop()
            player.ranged_item = 3
            player.speed = 8
            player.dam_mod = 10
        elif (lost):
            end_text = []
            end_text.append('You perished!')
            end_text.append('To replay press r!')
            end_text.append('To quit press q!')
            done = game_end(False, end_text, screen, map_tool)

        if (map_tool.map_section_change(player_pos)):
            area = map_tool.get_area()
            m_fact.gen_monsters(area)

        player.is_moving(map_pix_size)
        all_mobiles.update(None, None)
        if m_attacks:
            m_attacks.update()
        all_sprites_list.draw(screen)

        clock.tick(25)
        pygame.display.flip()

    pygame.quit()
Beispiel #11
0
def ai_lab_3(without_traversing_delays=True):
    baseTrees = 0
    charCoal = 0

    while charCoal < 200:
        workers = 0
        scouts = 0
        craftsmen = 0
        for a in agents:
            if a.agentType == AgentEnum.WORKER: workers += 1
            if a.agentType == AgentEnum.SCOUT: scouts += 1
            if a.agentType == AgentEnum.BUILDER: craftsmen += 1

            if without_traversing_delays or time() > a.timer:
                if a.agentType == AgentEnum.WORKER:
                    if scouts < 3:
                        a.timer = time() + 60
                        a.agentType = AgentEnum.SCOUT
                        scouts += 1
                        continue
                    elif craftsmen < 1:
                        a.timer = time() + 120
                        a.agentType = AgentEnum.BUILDER
                        craftsmen += 1
                        continue

                    if lands[a.pos].trees > 0 and a.holding != ItemEnum.tree:
                        lands[a.pos].trees -= 1
                        a.holding = ItemEnum.tree
                        a.timer = time() + 30
                        a.pathToGoal = []

                    # something with pos, g, h
                    if a.pathToGoal:
                        a.timer = time() + pathfinding.move_cost(
                            a.pos, a.pathToGoal[-1])
                        a.pos = a.pathToGoal.pop()

                    # move to goal
                    elif a.pos == startingPoint and len(treeTiles):
                        if a.holding == ItemEnum.tree:
                            baseTrees += 1
                            print("Trees In inventory:", baseTrees)
                            a.holding = ItemEnum.none
                        to_traverse = graph_to_nodes(treeTiles[0], a.agentType)
                        a.pathToGoal = pathfinding.a_star(to_traverse, a.pos)

                    # return to starting point
                    else:
                        lands[a.pos].trees -= 1
                        a.holding = ItemEnum.tree
                        a.timer = time() + 30

                        to_traverse = graph_to_nodes(startingPoint,
                                                     a.agentType)
                        a.pathToGoal = pathfinding.a_star(to_traverse, a.pos)

                if a.agentType == AgentEnum.SCOUT:

                    # something with pos, g, h
                    if a.pathToGoal:
                        a.timer = time() + pathfinding.move_cost(
                            a.pos, a.pathToGoal[0])
                        a.pos = a.pathToGoal.pop()

                    # move to goal
                    elif a.pos == startingPoint:
                        rng_undiscovered = terrain.find_scout_goal()

                        to_traverse = graph_to_nodes(rng_undiscovered,
                                                     a.agentType)
                        a.pathToGoal = pathfinding.a_star(to_traverse, a.pos)

                    # return to starting point
                    else:
                        to_traverse = graph_to_nodes(startingPoint,
                                                     a.agentType)
                        a.pathToGoal = pathfinding.a_star(to_traverse, a.pos)

                    for n in r + ((0, 0), ):
                        neigh = a.pos[0] + n[0], a.pos[1] + n[1]
                        karta[neigh][0] = (karta[neigh][0]).upper()
                        discovered[neigh] = karta[neigh]

                if a.agentType == AgentEnum.BUILDER:

                    # Build a coalMill if there is none
                    if karta[a.pos][
                            0] == 'M' and baseTrees >= 10 and a.pos not in millTiles:
                        baseTrees -= 10
                        millTiles.append(a.pos)
                        a.timer = time() + 60

                    # if the miller is standing in the millTiles and has enough resources to smelt
                    if a.pos in millTiles and baseTrees >= 2:
                        baseTrees -= 2
                        charCoal += 1
                        print("charCoal:", charCoal)
                        a.timer = time() + 30

                    #
                    if len(a.pathToGoal) > 0:
                        a.timer = time() + pathfinding.move_cost(
                            a.pos, a.pathToGoal[-1])
                        a.pos = a.pathToGoal.pop()

                    elif a.pos not in millTiles and len(millTiles) > 0:
                        builder_goal = terrain.find_builder_goal()
                        to_traverse = graph_to_nodes(builder_goal,
                                                     AgentEnum.BUILDER)
                        a.pathToGoal = pathfinding.a_star(to_traverse, a.pos)

        update_map()
Beispiel #12
0
 def set_waypoint(self, goal):
     self.waypoint = goal
     self.path = pathfinding.a_star(self.grid, (self.loc.x, self.loc.y), (self.waypoint.x, self.waypoint.y))
Beispiel #13
0
start = (start_x, start_y)
end = (end_x, end_y)

print "\nStart: %s" % str(start)
print "End: %s" % str(end)

# mark the start and end nodes on the grid
grid.nodes[start].value = "O"
grid.nodes[end].value = "X"

print
grid.draw()
print

# use A* to find the path
path = pf.a_star(grid, start, end)

# print the path and the node values
for coord in path:
    print grid.nodes[coord]

# mark the path on the grid
for coord in path:
    if (coord != start) and (coord != end):
        grid.nodes[coord].value = "+"

# print the results on the grid
if not path:
    print "No path found."

print