SI_2020/agent.py
2020-04-30 16:36:55 +02:00

150 lines
4.5 KiB
Python

from warehouse import Coordinates, Tile, Pack
from queue import PriorityQueue
from math import sqrt
from attributes import TURN_LEFT_DIRECTIONS, TURN_RIGHT_DIRECTIONS
class Node:
def __init__(self, coord_x, coord_y):
self.x = coord_x
self.y = coord_y
self.parent = None
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:
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
self.direction = "up"
self.dest = Node(1, 1)
self.closed = list()
self.open = PriorityQueue()
self.path = list()
def find_path(self):
self.closed = []
self.open = PriorityQueue()
start_node = Node(self.x, self.y)
self.open.put((0, start_node))
while self.open:
_, current_node = self.open.get()
print(current_node.x, current_node.y)
self.closed.append(current_node)
if current_node.x == self.dest.x and current_node.y == self.dest.y:
while current_node.x != start_node.x or current_node.y != start_node.y:
self.path.append(current_node)
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:
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))
return False
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
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)
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]
def get_neighbours(self, node: Node):
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))
return neighbours
def move(self):
if not self.path:
if not self.find_path():
return
else:
next = self.path.pop()
star_dir = self.direction
print(next.x, next.y)
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 star_dir == self.direction:
self.x = next.x
self.y = next.y
else:
self.path.append(next)
self.closed = []
def check_if_can_move(self, next_coords: Coordinates):
tile_on_map = 0 <= next_coords.x < self.warehouse.width and 0 <= next_coords.y < self.warehouse.height
if not tile_on_map:
return False
next_tile = self.warehouse.tiles[next_coords.x][next_coords.y]
tile_passable = isinstance(next_tile, Tile) and next_tile.category.passable
return tile_passable
def pick_up_package(self, pack):
tile = pack.lays_on_field
self.assigned_warehouse.tiles[tile.x_position][tile.y_position] = tile
self.is_loaded = True
pack.lays_on_field = None
self.transported_package = pack