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main-2.py
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385
main-2.py
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import pygame
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from math import sqrt
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from math import floor
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import random
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from queue import PriorityQueue
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import pygad
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from concepts import *
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from graphviz import *
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import numpy as np
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import pandas as pd
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import csv
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from sklearn.metrics import mean_squared_error, confusion_matrix, accuracy_score, classification_report
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from sklearn.tree import DecisionTreeClassifier
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from data import *
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from choice_tree import *
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pygame.init()
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# ai settings
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S_IDLE = ("kitchen", "middle", "inplace")
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S_FIRST = ("order", "food")
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IDLE = random.choice(S_IDLE)
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FIRST = random.choice(S_FIRST)
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HEIGHT = 10
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WIDTH = 10
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KITCHEN = (1, 1)
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MIDDLE = (floor(WIDTH / 2), floor(HEIGHT / 2))
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display = pygame.display.set_mode((WIDTH * 32 + 200, HEIGHT * 32))
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# eating time
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EAT_TIME = 15
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#### Menu
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tree = build_tree(training_data)
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print_tree(tree)
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def client_ordering():
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#generate an order
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order = []
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for i in range(0, len(tree_format)-1):
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tmpr = random.sample(rand_data[i], 1)
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order.append(tmpr[0])
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order.append('order')
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return order
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###
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class Tile:
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def __init__(self, x, y, canwalk, table, kitchen):
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self.x = x
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self.y = y
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self.canwalk = canwalk
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self.table = table
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self.kitchen = kitchen
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self.client = False
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self.clientState = False
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self.visited = False
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self.path = False
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self.parent = (0, 0)
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class Restaurant:
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def __init__(self, tables, clients):
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self.h = HEIGHT
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self.w = WIDTH
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self.tiles = []
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self.tables = []
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self.clients = clients
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self.kitchen = []
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self.left = clients
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for ih in range(HEIGHT):
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new = []
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for iw in range(WIDTH):
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if ih == 0 or ih == HEIGHT - 1 or iw == 0 or iw == WIDTH - 1:
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new.append(Tile(ih, iw, False, False, False))
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else:
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new.append(Tile(ih, iw, True, False, False))
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self.tiles.append(new)
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# random walls
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for i in range(3):
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w = random.randint(1, 2)
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h = random.randint(4, HEIGHT - 5)
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for j in range(random.randint(1, 3)):
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ad = self.adjacent(w, h)
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t = random.choice(ad)
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w = t.x
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h = t.y
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self.tiles[w][h].canwalk = False
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# random tables
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i = 0
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while i < tables:
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w = random.randint(2, WIDTH - 3)
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h = random.randint(2, HEIGHT - 3)
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if not self.tiles[h][w].table and self.tiles[h][w].canwalk:
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self.tiles[h][w].table = True
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i = i + 1
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self.tables.append((w, h))
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self.tiles[1][1].kitchen = True
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def putClient(self):
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for t in self.tables:
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if not self.tiles[t[1]][t[0]].clientState:
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self.tiles[t[1]][t[0]].client = 30
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self.tiles[t[1]][t[0]].clientState = "decide"
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self.clients = self.clients - 1
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break
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def flush(self):
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for ih in range(HEIGHT):
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for iw in range(WIDTH):
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self.tiles[ih][iw].visited = False
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self.tiles[ih][iw].parent = (0, 0)
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def adjacent(self, x, y):
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tiles = []
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if x == 0 or y == 0 or x == WIDTH or y == HEIGHT:
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tiles.append(self.tiles[y][x])
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return tiles
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tiles.append(self.tiles[y][x - 1])
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tiles.append(self.tiles[y - 1][x])
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tiles.append(self.tiles[y + 1][x])
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tiles.append(self.tiles[y][x + 1])
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return tiles
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def heuristic(a, b):
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(x1, y1) = a
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(x2, y2) = b
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return abs(x1 - x2) + abs(y1 - y2)
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class Agent:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.path = []
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self.idle = True
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self.orders = []
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self.food = False
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self.ordered_food = []
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def walk(self):
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t = self.path.pop(0)
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self.x = t[0]
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self.y = t[1]
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if not self.path:
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self.idle = True
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def BFS(self, goal):
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restaurant.flush()
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queue = [(self.x, self.y)]
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while len(queue) > 0:
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n = queue.pop(0)
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restaurant.tiles[n[1]][n[0]].visited = True
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if n == goal:
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while not n == (self.x, self.y):
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self.path.insert(0, n)
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n = restaurant.tiles[n[1]][n[0]].parent
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return
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adj = restaurant.adjacent(n[1], n[0])
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for item in adj:
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x = item.x
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y = item.y
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if restaurant.tiles[y][x].canwalk and not restaurant.tiles[y][x].visited:
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queue.append((x, y))
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restaurant.tiles[y][x].parent = n
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def wait(self):
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self.idle = True
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def getTask(self):
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if waiter.orders:
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self.BFS(KITCHEN)
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self.idle = False
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return True
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if FIRST == "order":
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for table in restaurant.tables:
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if restaurant.tiles[table[1]][table[0]].clientState == "order":
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self.BFS((table[0], table[1]))
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self.idle = False
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return True
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if not waiter.food:
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for t in restaurant.kitchen:
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if not t[2]:
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waiter.BFS(KITCHEN)
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self.idle = False
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return True
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elif FIRST == "food":
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if not waiter.food:
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for t in restaurant.kitchen:
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if not t[2]:
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waiter.BFS(KITCHEN)
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self.idle = False
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return True
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for table in restaurant.tables:
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if restaurant.tiles[table[1]][table[0]].clientState == "order":
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self.BFS((table[0], table[1]))
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self.idle = False
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return True
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return False
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def drawScreen():
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pygame.draw.rect(display, (0, 0, 0), (0, 0, HEIGHT * 32, WIDTH * 32))
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for ih in range(HEIGHT):
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for iw in range(WIDTH):
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tile = restaurant.tiles[ih][iw]
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if tile.canwalk:
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pygame.draw.rect(display, (128, 128, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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if tile.table:
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if tile.clientState:
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if tile.clientState == "decide":
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pygame.draw.rect(display, (0, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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elif tile.clientState == "order":
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pygame.draw.rect(display, (0, 255, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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elif tile.clientState == "wait":
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pygame.draw.rect(display, (255, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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elif tile.clientState == "eat":
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pygame.draw.rect(display, (128, 64, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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else:
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pygame.draw.rect(display, (64, 64, 64), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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if tile.kitchen:
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pygame.draw.rect(display, (255, 0, 255), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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# if tile.visited:
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# pygame.draw.rect(display, (64,0,64), (iw * 32 + 1, ih * 32+1, 14, 14))
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else:
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pygame.draw.rect(display, (128, 0, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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pygame.draw.circle(display, (255, 255, 255), (waiter.x * 32 + 16, waiter.y * 32 + 16), 16)
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textsurface = font.render(str(restaurant.clients), False, (255, 255, 255))
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display.blit(textsurface, (WIDTH * 32 + 80, 300))
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pygame.draw.rect(display, (0, 0, 0), (WIDTH * 32 + 80, 332, HEIGHT * 32, WIDTH * 32))
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textsurface = font.render(str(ticks), False, (255, 255, 255))
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display.blit(textsurface, (WIDTH * 32 + 80, 332))
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restaurant = Restaurant(3, 5)
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waiter = Agent(2, 2)
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clientTime = 10
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totaltime = 0
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clock = pygame.time.Clock()
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ticks = 0
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# draw info
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help = True
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if help:
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font = pygame.font.SysFont('Arial', 18)
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textsurface = font.render("kelner", False, (255, 255, 255))
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pygame.draw.circle(display, (255, 255, 255), (WIDTH * 32 + 26, 16), 16)
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display.blit(textsurface, (WIDTH * 32 + 50, 0))
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textsurface = font.render("sciana", False, (255, 255, 255))
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pygame.draw.rect(display, (128, 0, 128), (WIDTH * 32 + 10, 32, 32 - 1, 32 - 1))
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display.blit(textsurface, (WIDTH * 32 + 50, 32))
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textsurface = font.render("stolik - pusty", False, (255, 255, 255))
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pygame.draw.rect(display, (64, 64, 64), (WIDTH * 32 + 10, 64, 32 - 1, 32 - 1))
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display.blit(textsurface, (WIDTH * 32 + 50, 64))
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textsurface = font.render("stolik - decyduje", False, (255, 255, 255))
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pygame.draw.rect(display, (0, 128, 0), (WIDTH * 32 + 10, 96, 32 - 1, 32 - 1))
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display.blit(textsurface, (WIDTH * 32 + 50, 96))
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textsurface = font.render("stolik - zamawia", False, (255, 255, 255))
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pygame.draw.rect(display, (0, 255, 0), (WIDTH * 32 + 10, 128, 32 - 1, 32 - 1))
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display.blit(textsurface, (WIDTH * 32 + 50, 128))
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textsurface = font.render("stolik - czeka", False, (255, 255, 255))
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pygame.draw.rect(display, (255, 128, 0), (WIDTH * 32 + 10, 160, 32 - 1, 32 - 1))
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display.blit(textsurface, (WIDTH * 32 + 50, 160))
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textsurface = font.render("stolik - je", False, (255, 255, 255))
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pygame.draw.rect(display, (128, 64, 0), (WIDTH * 32 + 10, 192, 32 - 1, 32 - 1))
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display.blit(textsurface, (WIDTH * 32 + 50, 192))
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textsurface = font.render("kuchnia", False, (255, 255, 255))
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pygame.draw.rect(display, (255, 0, 255), (WIDTH * 32 + 10, 224, 32 - 1, 32 - 1))
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display.blit(textsurface, (WIDTH * 32 + 50, 224))
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textsurface = font.render("klienci:", False, (255, 255, 255))
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display.blit(textsurface, (WIDTH * 32 + 20, 300))
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textsurface = font.render("czas:", False, (255, 255, 255))
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display.blit(textsurface, (WIDTH * 32 + 20, 332))
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while True:
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_F4:
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pygame.quit()
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if event.key == pygame.K_F5:
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restaurant = Restaurant(3, 5)
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waiter = Agent(2, 2)
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clientTime = 10
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ticks = 0
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totaltime = 0
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if event.key == pygame.K_g:
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t = random.choice(restaurant.tables)
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waiter.BFS(t)
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if event.key == pygame.K_w:
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waiter.walk()
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# update restaurant
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if restaurant.clients > 0:
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clientTime = clientTime - 1
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if clientTime == 0:
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clientTime = 10
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restaurant.putClient()
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for t in restaurant.kitchen:
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if t[2] > 0:
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t[2] = t[2] - 1
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# update tables
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for table in restaurant.tables:
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if restaurant.tiles[table[1]][table[0]].clientState:
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if restaurant.tiles[table[1]][table[0]].clientState == "decide":
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restaurant.tiles[table[1]][table[0]].client = restaurant.tiles[table[1]][table[0]].client - 1
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if restaurant.tiles[table[1]][table[0]].client == 0:
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restaurant.tiles[table[1]][table[0]].clientState = "order"
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elif restaurant.tiles[table[1]][table[0]].clientState == "eat":
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restaurant.tiles[table[1]][table[0]].client = restaurant.tiles[table[1]][table[0]].client - 1
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waiter.ordered_food.clear()
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if restaurant.tiles[table[1]][table[0]].client == 0:
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restaurant.tiles[table[1]][table[0]].clientState = False
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totaltime = totaltime + ticks
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restaurant.left = restaurant.left - 1
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if restaurant.left == 0:
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restaurant = Restaurant(3, 5)
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waiter = Agent(2, 2)
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clientTime = 10
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ticks = 0
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totaltime = 0
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IDLE = random.choice(S_IDLE)
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FIRST = random.choice(S_FIRST)
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# update waiter
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if waiter.idle:
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if not waiter.getTask():
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if not waiter.path:
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if IDLE == "kitchen":
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waiter.BFS(KITCHEN)
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elif IDLE == "middle":
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waiter.BFS(MIDDLE)
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else:
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waiter.wait()
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else:
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waiter.walk()
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elif waiter.path:
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waiter.walk()
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if not waiter.orders and restaurant.tiles[waiter.y][waiter.x].clientState == "order" and not waiter.path:
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restaurant.tiles[waiter.y][waiter.x].clientState = "wait"
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waiter.orders = (waiter.x, waiter.y)
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waiter.ordered_food.append(client_ordering())
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if (waiter.x, waiter.y) == KITCHEN:
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if waiter.orders:
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restaurant.kitchen.append([waiter.orders[0], waiter.orders[1], 50])
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waiter.orders = False
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||||||
|
for order in waiter.ordered_food:
|
||||||
|
print("Passed: %s. Prediction: %s" % (order, print_leaf(classify(order, tree))))
|
||||||
|
#waiter.ordered_food.clear()
|
||||||
|
elif not waiter.food:
|
||||||
|
for t in restaurant.kitchen:
|
||||||
|
if not t[2]:
|
||||||
|
waiter.BFS((t[0], t[1]))
|
||||||
|
restaurant.kitchen.remove(t)
|
||||||
|
waiter.food = True
|
||||||
|
waiter.idle = False
|
||||||
|
break
|
||||||
|
elif waiter.food and not waiter.path:
|
||||||
|
restaurant.tiles[waiter.y][waiter.x].clientState = "eat"
|
||||||
|
restaurant.tiles[waiter.y][waiter.x].client = 30
|
||||||
|
waiter.food = False
|
||||||
|
|
||||||
|
if ticks > 1500:
|
||||||
|
restaurant = Restaurant(3, 5)
|
||||||
|
waiter = Agent(2, 2)
|
||||||
|
clientTime = 10
|
||||||
|
ticks = 0
|
||||||
|
totaltime = 0
|
||||||
|
IDLE = random.choice(S_IDLE)
|
||||||
|
FIRST = random.choice(S_FIRST)
|
||||||
|
|
||||||
|
drawScreen()
|
||||||
|
pygame.display.update()
|
||||||
|
clock.tick(1500)
|
||||||
|
ticks = ticks + 1
|
Loading…
Reference in New Issue
Block a user