SI_2020/agent.py

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from warehouse import Coordinates, Tile, Pack
from queue import PriorityQueue
from math import sqrt
from attributes import TURN_LEFT_DIRECTIONS, TURN_RIGHT_DIRECTIONS, PackStatus, PackSize
import pygame
import sys
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class Node:
def __init__(self, coord_x, coord_y, package=None, is_rack=False):
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self.x = coord_x
self.y = coord_y
self.parent = None
self.package = package
self.is_rack = is_rack
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self.g_cost = 0
self.h_cost = 0
def __eq__(self, other):
if isinstance(other, Node):
return self.x == other.x and self.y == self.y
return False
def __lt__(self, other):
return isinstance(other, Node) and self.g_cost < other.g_cost
def __repr__(self):
return "Node:{}x{}".format(self.x, self.y)
class Agent:
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def __init__(self, start_x, start_y, assigned_warehouse, radius=5):
self.x = start_x
self.y = start_y
self.radius = radius
self.warehouse = assigned_warehouse
self.is_loaded = False
self.transported_package = None
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self.direction = "up"
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self.dest = Node(1, 1)
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self.closed = list()
self.open = PriorityQueue()
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self.path = list()
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def find_path(self):
self.closed = []
self.path = []
self.open = PriorityQueue()
if self.is_loaded:
rack = self.find_nearest_rack_for(self.transported_package)
self.dest = Node(rack.x_position, rack.y_position, is_rack=True)
else:
package = self.find_nearest_package()
self.dest = Node(package.lays_on_field.x_position, package.lays_on_field.y_position, package=package)
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start_node = Node(self.x, self.y)
self.open.put((0, start_node))
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while self.open:
_, current_node = self.open.get()
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self.closed.append(current_node)
if current_node.x == self.dest.x and current_node.y == self.dest.y:
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while current_node.x != start_node.x or current_node.y != start_node.y:
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self.path.append(current_node)
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current_node = current_node.parent
return True
neighbour_list = self.get_neighbours(current_node)
for neighbour in neighbour_list:
cost = current_node.g_cost + self.heuristic(current_node, neighbour)
if self.check_if_closed(neighbour):
continue
if self.check_if_open(neighbour):
if neighbour.g_cost > cost:
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neighbour.g_cost = cost
neighbour.parent = current_node
else:
neighbour.g_cost = cost
neighbour.h_cost = self.heuristic(neighbour, self.dest)
neighbour.parent = current_node
self.open.put((neighbour.g_cost, neighbour))
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return False
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def turn_left(self):
new_direction = TURN_LEFT_DIRECTIONS.get(self.direction, self.direction)
self.direction = new_direction
def turn_right(self):
new_direction = TURN_RIGHT_DIRECTIONS.get(self.direction, self.direction)
self.direction = new_direction
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def heuristic(self, start: Node, goal: Node):
diff_x = pow(goal.x - start.x, 2)
diff_y = pow(goal.y - start.y, 2)
return round(sqrt(diff_x + diff_y), 3)
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def check_if_open(self, node: Node):
return (node.x, node.y) in [(n.x, n.y) for (_,n) in self.open.queue]
def check_if_closed(self, node: Node):
return (node.x, node.y) in [(n.x, n.y) for n in self.closed]
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def get_neighbours(self, node: Node):
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neighbours = []
if self.check_if_can_move(Coordinates(node.x + 1, node.y)):
neighbours.append(Node(node.x + 1, node.y))
if self.check_if_can_move(Coordinates(node.x - 1, node.y)):
neighbours.append(Node(node.x - 1, node.y))
if self.check_if_can_move(Coordinates(node.x, node.y + 1)):
neighbours.append(Node(node.x, node.y + 1))
if self.check_if_can_move(Coordinates(node.x, node.y - 1)):
neighbours.append(Node(node.x, node.y - 1))
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return neighbours
def move(self):
dest_coords = (self.dest.x, self.dest.y)
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if not self.path:
if not self.find_path():
return
else:
next = self.path.pop()
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star_dir = self.direction
if self.x > next.x and not self.direction == 'left':
if self.direction == 'down':
self.turn_right()
else:
self.turn_left()
elif self.x < next.x and not self.direction == 'right':
if self.direction == 'down':
self.turn_left()
else:
self.turn_right()
elif self.y > next.y and not self.direction == 'up':
if self.direction == 'left':
self.turn_right()
else:
self.turn_left()
elif self.y < next.y and not self.direction == 'down':
if self.direction == 'right':
self.turn_right()
else:
self.turn_left()
if (next.x, next.y) == dest_coords:
if self.dest.package:
self.pick_up_package(self.dest.package)
return
elif self.dest.is_rack:
self.unload_package(self.dest)
return
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if star_dir == self.direction:
self.x = next.x
self.y = next.y
else:
self.path.append(next)
self.closed = []
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def check_if_can_move(self, next_coords: Coordinates, rack_searching=False):
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tile_on_map = 0 <= next_coords.x < self.warehouse.width and 0 <= next_coords.y < self.warehouse.height
tile_passable = True
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if not tile_on_map:
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return False
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next_tile = self.warehouse.tiles[next_coords.x][next_coords.y]
if not self.is_loaded or (next_coords.x, next_coords.y) != (self.dest.x, self.dest.y):
tile_passable = isinstance(next_tile, Tile) and next_tile.category.passable
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return tile_passable
def find_nearest_package(self):
packages_costs = []
start_node = Node(self.x, self.y)
if not self.warehouse.packages:
return None
for package in self.warehouse.packages:
if package.status == PackStatus.STORED:
continue
new_node = Node(package.lays_on_field.x_position, package.lays_on_field.y_position)
cost = self.heuristic(start_node, new_node)
if cost > 0:
packages_costs.append((package, cost))
if not packages_costs:
pygame.quit()
sys.exit()
package = min(packages_costs, key=lambda l: l[1])[0]
return package
def find_nearest_rack_for(self, package, expand_box=0):
weight = package.size
accepted_weights = [weight, PackSize.ALL]
start_node = Node(self.x, self.y)
quarter_x = int(self.warehouse.width/4) + expand_box
quarter_y = int(self.warehouse.height/4) + expand_box
start_quarter_x = self.x - quarter_x if self.x - quarter_x > 0 else 0
end_quarter_x = self.x + quarter_x if self.x + quarter_x < self.warehouse.width else self.warehouse.width - 1
start_quarter_y = self.y - quarter_y if self.y - quarter_y > 0 else 0
end_quarter_y = self.y + quarter_y if self.y + quarter_y < self.warehouse.height else self.warehouse.height - 1
quarter = [row[start_quarter_y:end_quarter_y] for row in self.warehouse.tiles[start_quarter_x:end_quarter_x]]
quarter_racks = [[t for t in row if t.category.name == "Rack" and not t.occupied and t.category.pack_size in accepted_weights] for row in quarter]
quarter_racks = [t for row in quarter_racks for t in row]
racks_costs = []
for rack in quarter_racks:
new_node = Node(rack.x_position, rack.y_position)
cost = self.heuristic(start_node, new_node)
if cost > 0:
racks_costs.append((rack, cost))
rack = self.find_nearest_rack_for(package, expand_box + 1) if not racks_costs else min(racks_costs, key=lambda l: l[1])[0]
return rack
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def pick_up_package(self, pack):
self.warehouse.packages.remove(pack)
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self.is_loaded = True
self.warehouse.tiles[pack.lays_on_field.x_position][pack.lays_on_field.y_position].occupied = False
self.dest.package = None
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pack.lays_on_field = None
self.transported_package = pack
def unload_package(self, rack):
pack = self.transported_package
tile = self.warehouse.tiles[rack.x][rack.y]
self.transported_package = None
self.is_loaded = False
pack.lays_on_field = tile
self.warehouse.tiles[rack.x][rack.y].occupied = True
pack.status = PackStatus.STORED
self.warehouse.packages.append(pack)