Beispiel #1
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    def __init__(self, screen, settings, id, turn=False):
        # Initiate score to 0
        self.score = Score(screen, settings, id + 1)

        self.settings = settings
        self.id = id

        # Used for scoring
        self.static_list = [[215, 0], [385, 0], [565, 0], [740, 0]]
        self.moving_list = [[125, 0], [300, 0], [475, 0], [650, 0], [830, 0]]

        # Convert to negative so as to make checking easy for player 2
        if id == 1:
            self.static_list = list(map(lambda x: [-x[0], 0],
                                        self.static_list))
            self.moving_list = list(map(lambda x: [-x[0], 0],
                                        self.moving_list))

        # Make a sheep object
        self.sheep = Sheep(screen, settings, id + 1)

        # Set if turn is true or false
        self.turn = turn

        self.alive = True

        # True if player has currently completed the level
        self.level_complete = False

        self.consider_time = True
Beispiel #2
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    def init_levels(self):
        level1 = Level()
        self.generate_ground(level1)
        for i in range(2, 8):
            level1.blocks.add(
                Crate((1200, self.window_height - 102 * i), (0, 0), 100, 100,
                      "crate"))
        level1.blocks.add(
            Stone((1500, self.window_height - 310), (0, 0), 200, 200, "stone"))
        level1.enemies.add(
            Sheep((1500, self.window_height - 400), (0, 0), 100, 100, "sheep"))

        level2 = Level()
        self.generate_ground(level2)
        level2.blocks.add(
            Crate((1200, self.window_height - 200), (0, 0), 100, 100, "crate"))
        level2.blocks.add(
            Stone((1300, self.window_height - 200), (0, 0), 100, 100, "stone"))
        level2.blocks.add(
            Ice((1400, self.window_height - 200), (0, 0), 100, 100, "Ice"))
        level2.enemies.add(
            Sheep((1500, self.window_height - 200), (0, 0), 100, 100, "sheep"))
        level2.enemies.add(
            Sheep((1000, self.window_height - 200), (0, 0), 100, 100, "sheep"))

        level3 = Level()
        self.generate_ground(level3)
        level3.enemies.add(Ice((400, 900), (0, 0), 100, 100, "Ice"))
        level3.enemies.add(Sheep((300, 900), (0, 0), 100, 100, "sheep"))

        self.levels = [level1, level2, level3]
Beispiel #3
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class TestSheep(unittest.TestCase):
    def setUp(self):
        self._sheep = Sheep('Dolly', 'Finn Dorset')

    def test_name_should_be_equal(self):
        cloned_sheep = self._sheep.clone()
        self.assertEqual(cloned_sheep.name, 'Dolly')

    def test_breed_should_be_equal(self):
        cloned_sheep = self._sheep.clone()
        self.assertEqual(cloned_sheep.breed, 'Finn Dorset')
Beispiel #4
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    def sheep_holder(self):
        score = self.start_score / 10000000000
        if self.number_of_sheeps < 3:
            if  round(score) > (100*self.number_of_sheeps) and round(score) <= 750 or \
                len(self.sheeps) == 0 or round(score) > (100*self.number_of_sheeps) + 750:
                self.number_of_sheeps = self.number_of_sheeps + 1

                if round(score) > 750:
                    self.sheeps.append(["sheep_%d" % (self.number_of_sheeps)])
                    self.sheeps[self.number_of_sheeps - 1] = Sheep(
                        self.screen, 1300)
                    self.sound_effect_sheep.play()
                else:
                    self.sheeps.append(["sheep_%d" % (self.number_of_sheeps)])
                    self.sheeps[self.number_of_sheeps - 1] = Sheep(
                        self.screen, 900)
                    self.sound_effect_sheep.play()

        return self.sheeps
Beispiel #5
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def import_from_json(f, meadow, scale, sheep_list_sheeps, points_list):
    meadow.delete("all")
    sheep_list_sheeps.clear()
    points_list.clear()
    scale.set(0)

    # zapis danych z pliku do zmiennej
    with open(f) as json_file:
        data = json.load(json_file)

        # zapis poszczegolnych fragmentow do zmiennych
        bg_color = data['bg_color']
        wolf_color = data['wolf_color']
        wolf_pos = data['wolf_pos']
        sheep_color = data['sheep_color']
        sheep_pos = data['sheep_pos']

        # podzial zmiennej wolf_pos na liste z wspolrzednymi wilka
        wolf_after = wolf_pos.split(',')
        wolf_x = wolf_after[0]
        wolf_y = wolf_after[1]

        # przypisanie wszystkich atrybutow do wilka
        wolf = Wolf()
        wolf.x = float(wolf_x)
        wolf.y = float(wolf_y)
        wolf.wolf_color = wolf_color
        drawn_wolf = draw_wolf(meadow, wolf.x, wolf.y, wolf.wolf_color, scale)

        # ilosc owiec zapisanych w pliku
        length = len(sheep_pos)

        # stworzenie listy owiec, do ktorej zapisze sie dane z pliku
        sheep_list_sheeps = SheepList()

        for i in range(0, length):
            # dzielimy kazdy element listy na mniejsza tablice, ktorej pierwszy element to x, a drugi to y
            pom = sheep_pos[i].split(',')
            # konwertujemy elementy tablicy na float
            x = float(pom[0])
            y = float(pom[1])
            # dodajemy owce o wspolrzednych z pliku do stworzonej listy
            sheep_list_sheeps.sheep_add(Sheep(i, x, y))
            # rysujemy te owce na lace
            point = draw_sheep(meadow, x, y, sheep_color, scale)
            # dodajemy narysowane punkty do listy
            sheep_list_sheeps.point_add(point)

        # każdej owcy z listy ustawiamy kolor wczytany z pliku
        for sheep in sheep_list_sheeps.sheep_list:
            sheep.sheep_color = sheep_color

        # zwracamy te elementy, ktore sa istotne przy kolejnych krokach symulacji
        return sheep_color, wolf, drawn_wolf, bg_color
 def __init__(self, init_pos_limit, sheep_move_dist, wolf_move_dist,
              sheep_number, turns_number, wait):
     log = "Info level: Setting simulation details " + str(init_pos_limit) + " " + str(sheep_move_dist) + " " + \
           str(wolf_move_dist) + " " + str(sheep_move_dist) + " " + str(sheep_number) + " " + str(turns_number) + " "
     logging.info(log)
     self.turns_number = turns_number
     self.wolf = Wolf(wolf_move_dist)
     self.wait_character = wait
     self.sheep_number = sheep_number
     self.alive_sheep_number = sheep_number
     for _ in range(sheep_number):
         self.sheep_list.append(Sheep(init_pos_limit, sheep_move_dist))
Beispiel #7
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 def paint_sheep(self, event):
     x1, y1 = event.x, event.y
     point = draw_sheep(self.meadow, x1, y1, self.sheep_color,
                        self.scale_variable)
     # zmienna do numerowania owiec
     number = self.sheep_list_object.count()
     # dodanie owcy do listy owiec
     self.sheep_list_object.sheep_add(Sheep(number, x1, y1))
     self.sheep_list_gui[-1].sheep_color = self.sheep_color
     # dodanie narysowanego punktu oznaczajacego owce do listy narysowanych punktow w obiekcie klasy SheepsList
     self.sheep_list_object.point_add(point)
     # aktualizacja etykiety z lista zywych owiec na podstawie liczby elementow listy owiec
     self.variable_sheep_number.set(
         str(self.sheep_list_object.count_alive_sheeps()))
Beispiel #8
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def create_world():
    global player, tile, background, sheeps, bullets, portal, bgm_sound, restart
    restart = Restart()
    portal = Portal()
    player = Player()
    tile = Tile()
    background = Background()

    sheeps = [Sheep() for i in range(5)]
    bullets = list()

    if bgm_sound == None:
        bgm_sound = load_music("Sound/stage_1.mp3")
        bgm_sound.set_volume(64)
        bgm_sound.repeat_play()
Beispiel #9
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    def __init__(self,
                 width=800,
                 height=600,
                 food_size=5,
                 n_agents=1,
                 caption='Mundo das ovelhas',
                 food_energy=10,
                 time_to_growth=400,
                 flat=False,
                 mutation=1,
                 speed=4,
                 energy=20,
                 reproduction_energy=40):

        self.width = width
        self.height = height
        self.food_size = food_size
        self.n_agents = n_agents
        self.sheeps = list()
        self.foods = list()
        self.world = World(width, height, caption, flat)
        self.mutation = mutation

        # Instancia os recursos
        for x in range(0, self.world.width, food_size):
            for y in range(0, self.world.height, food_size):
                self.foods.append(
                    Grass(x, y, food_size, food_energy, time_to_growth))

        # Instancia os agentes
        for i in range(N_AGENTS):
            self.sheeps.append(
                Sheep(
                    randint(0, self.world.width),
                    randint(0, self.world.height),
                    #random(width),
                    #random(height),
                    choice(SHEEP_COLORS),
                    speed,
                    energy,
                    reproduction_energy))
Beispiel #10
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from sheep import Sheep
from shepherd import Shepherd

import numpy as np
import time

sheep = Sheep(pos=np.array([1, 1]))
shepherd = Shepherd(pos=np.array([0, 0]))
shepherd_2 = Shepherd(pos=np.array([0, 0]))
l = [shepherd_2, shepherd]
l.remove(shepherd_2)
print(shepherd_2 == shepherd)
print(shepherd_2 == shepherd_2)
print(l)
print('test', shepherd.get_control([sheep], [shepherd]))
print(sheep.get_distance(shepherd))
Beispiel #11
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 def add_sheep(self, x, y):
     sheep = Sheep(self.init_pos_limit, self.sheep_move_dist, x, y)
     self.sheep_arr.append(sheep)
     self.alive_sheep += 1
Beispiel #12
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 def setUp(self):
     self._sheep = Sheep('Dolly', 'Finn Dorset')
Beispiel #13
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class Player():
    """A class which handles all the information about the player"""
    def __init__(self, screen, settings, id, turn=False):
        # Initiate score to 0
        self.score = Score(screen, settings, id + 1)

        self.settings = settings
        self.id = id

        # Used for scoring
        self.static_list = [[215, 0], [385, 0], [565, 0], [740, 0]]
        self.moving_list = [[125, 0], [300, 0], [475, 0], [650, 0], [830, 0]]

        # Convert to negative so as to make checking easy for player 2
        if id == 1:
            self.static_list = list(map(lambda x: [-x[0], 0],
                                        self.static_list))
            self.moving_list = list(map(lambda x: [-x[0], 0],
                                        self.moving_list))

        # Make a sheep object
        self.sheep = Sheep(screen, settings, id + 1)

        # Set if turn is true or false
        self.turn = turn

        self.alive = True

        # True if player has currently completed the level
        self.level_complete = False

        self.consider_time = True

    def update(self):
        """Update player score and position"""

        pos_y = self.sheep.centery
        if self.id == 0 and pos_y < 30:
            self.level_complete = True

        if self.id == 1 and pos_y > self.settings.screen_height - 30:
            self.level_complete = True

        if self.id == 1:
            pos_y = -pos_y

        for i in enumerate(self.static_list):
            if (self.static_list[i[0]][1] == 0
                    and pos_y < self.static_list[i[0]][0]):
                self.static_list[i[0]][1] = 1

        for i in enumerate(self.static_list):
            if self.static_list[i[0]][1] == 1:
                self.score.update_score(5)
                self.static_list[i[0]][1] = 2

        for i in enumerate(self.moving_list):
            if (self.moving_list[i[0]][1] == 0
                    and pos_y < self.moving_list[i[0]][0]):
                self.moving_list[i[0]][1] = 1

        for i in enumerate(self.moving_list):
            if self.moving_list[i[0]][1] == 1:
                self.score.update_score(10)
                self.moving_list[i[0]][1] = 2

        self.sheep.blitme()
        self.score.blitme()

    def kill(self):
        """Kill the player and remove it from the screen"""

        self.alive = False
        self.sheep.reset()

    def reset(self):
        """Reset player after each round if not dead"""
        if self.alive:
            self.sheep.reset()

            # Used for scoring
            self.static_list = [[215, 0], [385, 0], [565, 0], [740, 0]]
            self.moving_list = [[125, 0], [300, 0], [475, 0], [650, 0],
                                [830, 0]]

            # Convert to negative so as to make checking easy for player 2
            if self.id == 1:
                self.static_list = list(
                    map(lambda x: [-x[0], 0], self.static_list))
                self.moving_list = list(
                    map(lambda x: [-x[0], 0], self.moving_list))

        self.level_complete = False
def init(cont):
    sheep = Sheep(cont.owner)
    cont.owner.controller = cont
    sheep.setState(FlockState(sheep))
    cont.owner['initialized'] = True
Beispiel #15
0
    def __init__(self):
        # tworzenie okna:
        self.window = Tk()
        self.window.title("Python 3 Simulation")
        self.window.geometry('500x420')
        self.window.resizable(False, False)
        self.window.configure(background="grey")

        # atrybuty instancyjne:

        # zmienna z kolorem tła:
        self.bg_color = "chartreuse2"

        self.init_pos_limit = 200.0

        # tworzymy obszar, ktory bedzie łaką (meadow)
        self.meadow = Canvas(self.window,
                             bg=self.bg_color,
                             height=1.5 * self.init_pos_limit,
                             width=1.5 * self.init_pos_limit)

        # suwak do przyblizania / oddalania
        self.scale_variable = DoubleVar()
        self.scale = Scale(self.window,
                           variable=self.scale_variable,
                           command=self.zooming,
                           activebackground="green",
                           bg="white",
                           from_=0,
                           to=5,
                           label="ZOOM")

        # wartosc domyslna dla suwaka
        self.default_value = 0
        # ustawiamy na początku na 0
        self.scale.set(self.default_value)

        # tworzymy wilka na start na srodku laki
        self.wolf = Wolf()
        self.drawn_wolf = draw_wolf(self.meadow, 145, 145,
                                    self.wolf.wolf_color, self.scale_variable)

        # owca, ktora nie jest pokazywana na lace
        self.sheep = Sheep(0, 100, 100)
        self.sheep_color = "light blue"

        # utworzenie obiektu lista owiec
        self.sheep_list_object = sheepsList.SheepList()
        self.sheep_list_gui = self.sheep_list_object.sheep_list
        self.points_list_gui = self.sheep_list_object.points_list

        # etykieta z liczba zywych owiec i zmienna do zmiany wartosci
        self.variable_sheep_number = StringVar()
        self.variable_sheep_number.set("0")
        self.label_how_many_sheep = Label(
            self.window,
            textvariable=self.variable_sheep_number,
            bg="grey",
            font="calibri 20 bold")

        # menu
        self.menu_bar = Menu(self.window)

        # przycisk step
        self.step = Button(self.window,
                           text="STEP",
                           height=2,
                           width=15,
                           justify=CENTER,
                           bg="white",
                           font="calibri 10 bold",
                           command=self.step)

        # przycisk Reset
        self.reset = Button(self.window,
                            text="RESET",
                            height=2,
                            width=15,
                            justify=CENTER,
                            bg="white",
                            font="calibri 10 bold",
                            command=self.reset)

        # przycisk start/stop
        self.var = StringVar()
        self.var.set("START")
        self.start_stop = Button(self.window,
                                 textvariable=self.var,
                                 height=2,
                                 width=15,
                                 justify=CENTER,
                                 bg="white",
                                 font="calibri 10 bold",
                                 command=self.start_stop_click)

        # zmienna dla czasu pojedynczego ruchu
        self.interval = 1.0

        # flaga do tego czy ruch ma trwać
        self.perform_flag = False
Beispiel #16
0
#oil level instructions
import pygame

from sheep import Sheep
from oilCharacters import *
import oilPlay

sheep = Sheep()
oilScrapie = oilScrapie()
fire = firePic()
evilFace = evil()
rock = rock1()
class oilPlayExplanation(object):

    def __init__(self, width=800, height=600, fps=50):
        self.width = width
        self.height = height
        self.fps = fps
        self.img_back = pygame.image.load('images/rothko_black.jpg')
        self.background = pygame.transform.scale(self.img_back, 
        (self.width, self.height))
        self.space = 20
        self.letterSpace = 80
        self.all_sprites_list = pygame.sprite.Group()
        
        sheep.rect.x = self.width/3
        sheep.rect.y = self.height - (self.height/5)
        oilScrapie.rect.x = (2*self.space)
        oilScrapie.rect.y = self.height - (self.height/3)
        fire.rect.x = self.width - 9*self.space
        fire.rect.y = self.height - (self.height/8)
Beispiel #17
0
def main():

    # default params init
    init_pos_limit = 10.0
    epochs = 50
    sheep_count = 15
    sheep_move_dist = 0.5
    wolf_move_dist = 1.0

    log_lvl = None

    # sheep list
    flock = []

    # sheep positions
    sheep_pos = []

    # file data
    json_data = []
    csv_data = []

    # path to pos.json and alive.csv files
    data_dir = os.getcwd()

    # parse arguments
    parser = argparse.ArgumentParser()
    parser.add_argument('-c',
                        '--config',
                        type=file_type,
                        metavar='FILE',
                        help='specify config file with initial values',
                        dest='conf_file')
    parser.add_argument(
        '-d',
        '--dir',
        type=dir_type,
        metavar='DIR',
        help='specify path to catalog that holds generated files',
        dest='data_dir')
    parser.add_argument(
        '-l',
        '--log',
        type=int,
        metavar='LEVEL',
        help=
        'choose level of logs saved in chase.log file: 10: DEBUG, 20: INFO, '
        '30: WARNING, 40: ERROR, 50: CRITICAL',
        dest='log_lvl')
    parser.add_argument('-r',
                        '--rounds',
                        type=int,
                        metavar='NUM',
                        help='specify max number of iterations',
                        dest='rounds_no')
    parser.add_argument('-s',
                        '--sheep',
                        type=int,
                        metavar='NUM',
                        dest='sheep_no',
                        help='specify number of sheep in flock')
    parser.add_argument(
        '-w',
        '--wait',
        action='store_true',
        dest='wait_flag',
        help='wait for user at the end of each round to continue')
    parser.add_argument('-q',
                        '--quiet',
                        action='store_false',
                        dest='quiet_flag',
                        help='do not print info in terminal')
    args = parser.parse_args()

    # check optional args
    wait_flag = args.wait_flag
    print_flag = args.quiet_flag

    if args.data_dir:
        data_dir = os.path.join(data_dir, args.data_dir)

    if args.log_lvl:
        for lvl in [10, 20, 30, 40, 50]:
            if args.log_lvl == lvl:
                log_lvl = lvl

        if log_lvl is None:
            raise ValueError('no such level: ' + str(args.log_lvl))

        print(os.path.join(data_dir, 'chase.log'))

        logging.basicConfig(filename=os.path.join(data_dir, 'chase.log'),
                            filemode='w',
                            level=log_lvl)

    if args.conf_file:
        config = configparser.ConfigParser()
        config.read(args.conf_file)

        terrain = config['Terrain']
        movement = config['Movement']

        if float(terrain['InitPosLimit']) < 0:
            logging.critical(
                'ValueError raised: incorrect value in InitPosLimit config file'
            )
            raise ValueError('negative value in config file: InitPosLimit')

        if float(movement['SheepMoveDist']) < 0:
            logging.critical(
                'ValueError raised: incorrect value in SheepMoveDist config file'
            )
            raise ValueError('negative value in config file: SheepMoveDist')

        if float(movement['WolfMoveDist']) < 0:
            logging.critical(
                'ValueError raised: incorrect value in WolfMoveDist config file'
            )
            raise ValueError('negative value in config file: WolfMoveDist')

        init_pos_limit = float(terrain['InitPosLimit'])
        sheep_move_dist = float(movement['SheepMoveDist'])
        wolf_move_dist = float(movement['WolfMoveDist'])

    if args.rounds_no:
        if args.rounds_no > 0:
            epochs = args.rounds_no
        elif log_lvl is not None:
            logging.warning(
                'value passed by -r/--rounds is incorrect, continuing with default values'
            )

    if args.sheep_no:
        if args.sheep_no > 0:
            sheep_count = args.sheep_no
        elif log_lvl is not None:
            logging.warning(
                'value passed by -s/--sheep is incorrect, continuing with default values'
            )

    # animals init
    wolf = Wolf(wolf_move_dist)
    for round_no in range(sheep_count):
        flock.append(Sheep(sheep_move_dist, round_no, init_pos_limit))
        sheep_pos.append(flock[round_no].position)

    # log formatter
    epoch_log = '[{:2}]\twolf pos.: ({: >7.3f}, {: >7.3f})\tnumber of sheep: {:2}'
    eaten_log = '  •———— sheep [{:2}] is dead'
    tmp_str = epoch_log.format(0, wolf.position[0], wolf.position[1],
                               len(flock))
    if print_flag:
        print(tmp_str)
    logging.info(tmp_str)

    # wait for user input
    if wait_flag:
        input('Press enter to continue: ')

    # main loop
    for round_no in range(1, epochs + 1):

        # move and update sheep
        for sheep in flock:
            sheep.move()
            sheep_pos[sheep.id] = sheep.position

        # find closest sheep to wolf
        closest_sheep = flock[0]
        for sheep in flock:
            x = fun.calc_euclid_dist(wolf.position, sheep.position)
            if x < fun.calc_euclid_dist(wolf.position, closest_sheep.position):
                closest_sheep = sheep
        wolf.closest_sheep_pos = closest_sheep.position
        logging.info('sheep closest to wolf found ({})'.format(
            closest_sheep.position))

        # eat or chase sheep
        if fun.calc_euclid_dist(wolf.position,
                                closest_sheep.position) < wolf.move_dist:
            tmp_str = eaten_log.format(closest_sheep.id)
            if print_flag:
                print(tmp_str)
            logging.info(tmp_str)

            flock.remove(closest_sheep)
            sheep_pos[closest_sheep.id] = None
        else:
            wolf.move()
            logging.info('Wolf is chasing closest sheep')

        # print epoch summary
        tmp_str = epoch_log.format(round_no, wolf.position[0],
                                   wolf.position[1], len(flock))
        if print_flag:
            print(tmp_str)
        logging.info(tmp_str)

        # append data to csv file
        csv_data.append([round_no, len(flock)])

        # append data to json file
        cloned_sheep_pos_list = sheep_pos[:]
        json_data.append({
            'round_no': round_no,
            'wolf_pos': wolf.position,
            'sheep_pos': cloned_sheep_pos_list
        })

        # end loop if no sheep in flock
        if len(flock) < 1:
            logging.info('simulation ended: all sheep were eaten')
            break

        # wait for user input
        if wait_flag and input('Press enter to continue: ') == 'exit':
            logging.info('simulation ended: user stopped the simulation')
            break

    # write to json file
    with open(os.path.join(data_dir, 'pos.json'), mode='w',
              newline='') as json_file:
        json_file.write(json.dumps(json_data, indent=4))
        logging.info('data written to pos.json')

    # write to csv file
    with open(os.path.join(data_dir, 'alive.csv'), mode='w',
              newline='') as csv_file:
        writer = csv.writer(csv_file)
        writer.writerow(['epoch_no', 'living_sheep'])
        writer.writerows(csv_data)
        logging.info('data written to alive.csv')
Beispiel #18
0
from random import randint
from tiger import Tiger
from sheep import Sheep
from room import Room
import time
print("*********游戏开始*********")
#循环创建实例--10个房间实例--游戏初始化操作
roomList = []
for one in range(0, 10):  #左含右不含  0----9
    #随机取动物
    if randint(0, 1) == 1:  #老虎
        ani = Tiger()
    else:  #羊
        ani = Sheep()
    room = Room(one, ani)  #创建实例
    roomList.append(room)

startTime = time.time()

while True:
    endTime = time.time()
    if endTime - startTime > 10:
        print("*********游戏结束*********")
        for roomNo, room in enumerate(roomList):
            print("房间号:%s  房间里的动物是:%s  动物的体重是:%s" %
                  (roomNo + 1, room.animal.classname, room.animal.weight))
        break
    roomNum = randint(0, 9)
    room = roomList[roomNum]
    print("当前房间号:%s,请选择敲门(k)/还是喂食(f)?" % (room.num + 1))
    while True:
Beispiel #19
0
from rps.utilities.controllers import *

from sheep import Sheep
from shepherd import Shepherd

import numpy as np
import time

# Instantiate Robotarium object
N_SHEEP = 3
N_SHEPHERD = 2
N = N_SHEEP + N_SHEPHERD

ITERATIONS = 500

sheeps = [Sheep() for _ in range(N_SHEEP)]
shepherds = [Shepherd() for _ in range(N_SHEPHERD)]

initial_conditions = np.array(
    np.mat('1 0.5 -0.5 0 0.28; 0.8 -0.3 -0.75 0.1 0.34; 0 0 0 0 0'))
r = robotarium.Robotarium(number_of_robots=N,
                          show_figure=True,
                          initial_conditions=initial_conditions,
                          sim_in_real_time=True)

# Create barrier certificates to avoid collision
uni_barrier_cert = create_unicycle_barrier_certificate()

si_to_uni_dyn, uni_to_si_states = create_si_to_uni_mapping()

# define x initially