Update 'main.py'
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205
main.py
205
main.py
@ -13,12 +13,12 @@ from choice_tree import *
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from joblib import load
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from joblib import load
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from customertree import objects
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from customertree import objects
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import tensorflow as tf
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#import tensorflow as tf
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from keras import *
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#from keras import *
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import h5py
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import h5py
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pygame.init()
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pygame.init()
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project = 0
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WIN = 0
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WIN = 0
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LOSSE = 0
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LOSSE = 0
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@ -39,10 +39,10 @@ CATEGORIES = [
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"waffles"
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"waffles"
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]
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]
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food_model = load("models/food_model.joblib")
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#food_model = load("models/food_model.joblib")
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drink_model = load("models/drink_model.joblib")
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#drink_model = load("models/drink_model.joblib")
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model = tf.keras.models.load_model('final1')
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#model = tf.keras.models.load_model('final1')
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with h5py.File('food_10_64x3_test.hdf5', "r") as f:
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with h5py.File('food_10_64x3_test.hdf5', "r") as f:
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a_group_key = list(f.keys())[0]
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a_group_key = list(f.keys())[0]
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@ -73,7 +73,7 @@ def image_recognition():
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WIN += 1
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WIN += 1
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break
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break
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waiter.order_list.pop()
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waiter.order_list.pop()
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print(WIN, LOSSE - WIN)
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#print(WIN, LOSSE - WIN)
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# ai settings
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# ai settings
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#S_IDLE = ("kitchen", "middle", "inplace")
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#S_IDLE = ("kitchen", "middle", "inplace")
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@ -89,13 +89,15 @@ KITCHEN = (1, 1)
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MIDDLE = (floor(WIDTH / 2), floor(HEIGHT / 2))
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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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display = pygame.display.set_mode((WIDTH * 32 + 200, HEIGHT * 32))
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tileFoil = pygame.image.load('tile.jpg')
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waiterAct = pygame.image.load('act1.png')
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waiterAct.set_colorkey((255, 255, 255))
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# eating time
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# eating time
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EAT_TIME = 15
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EAT_TIME = 15
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tree = build_tree(training_data)
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tree = build_tree(training_data)
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#order_len = len(tree_format)
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#order_len = len(tree_format)
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print_tree(tree)
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#print_tree(tree)
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def client_ordering():
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def client_ordering():
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@ -215,7 +217,7 @@ class Tile:
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class Restaurant:
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class Restaurant:
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def __init__(self, tables, clients, spots):
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def __init__(self, tables, clients, spots, walls):
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self.h = HEIGHT
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self.h = HEIGHT
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self.w = WIDTH
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self.w = WIDTH
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self.tiles = []
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self.tiles = []
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@ -232,7 +234,7 @@ class Restaurant:
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new.append(Tile(ih, iw, True, False, False, 1))
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new.append(Tile(ih, iw, True, False, False, 1))
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self.tiles.append(new)
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self.tiles.append(new)
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# random walls
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# random walls
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for i in range(3):
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for i in range(walls):
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w = random.randint(1, 2)
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w = random.randint(1, 2)
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h = random.randint(4, HEIGHT - 5)
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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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for j in range(random.randint(1, 3)):
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@ -325,28 +327,6 @@ class Agent:
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self.y = self.y + 1
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self.y = self.y + 1
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else:
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else:
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self.x = self.x + 1
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self.x = self.x + 1
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if not self.path:
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waiter.goal = (random.randint(1, 8), random.randint(1, 8))
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waiter.astar()
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#
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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 canWalk(self, state):
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def canWalk(self, state):
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x = state[0]
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x = state[0]
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@ -397,8 +377,8 @@ class Agent:
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cost = restaurant.tiles[self.goal[1]][self.goal[0]].cost
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cost = restaurant.tiles[self.goal[1]][self.goal[0]].cost
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return heuristic((node.state[0], node.state[1]), self.goal) + cost
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return heuristic((node.state[0], node.state[1]), self.goal) + cost
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def astar(self):
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def astar(self, goal):
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print("finding path to", self.goal)
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self.goal = goal
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#stan = (x, y, dir)
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#stan = (x, y, dir)
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fringe = PriorityQueue()
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fringe = PriorityQueue()
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explored = []
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explored = []
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@ -414,7 +394,6 @@ class Agent:
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while elem.action is not False:
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while elem.action is not False:
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self.path.insert(0, elem.action)
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self.path.insert(0, elem.action)
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elem = elem.parent
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elem = elem.parent
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print(self.path)
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return True
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return True
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explored.append(elem.state)
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explored.append(elem.state)
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for (akcja, stan) in self.succ(elem.state):
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for (akcja, stan) in self.succ(elem.state):
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@ -431,36 +410,52 @@ class Agent:
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self.idle = True
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self.idle = True
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def getTask(self):
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def getTask(self):
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if waiter.orders:
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#jesli ktos chce zamowic to do niego idzie
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self.BFS(KITCHEN)
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if not self.orders and not self.food:
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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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for table in restaurant.tables:
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if restaurant.tiles[table[1]][table[0]].clientState == "order":
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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.astar((table[0], table[1]))
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self.idle = False
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self.idle = False
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return True
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return True
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if not waiter.food:
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#jesli trzyma zamowienie to idzie do kuchni
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if self.orders:
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self.astar(KITCHEN)
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self.idle = False
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return True
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#jesli w kuchni jest gotowe danie to po nie idzie
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for t in restaurant.kitchen:
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for t in restaurant.kitchen:
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if not t[2]:
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if t[2] == 0:
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waiter.BFS(KITCHEN)
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self.astar(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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self.idle = False
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return True
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return True
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#jesli ktos chce jedzenie a kelner je trzyma
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for table in restaurant.tables:
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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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if restaurant.tiles[table[1]][table[0]].clientState == "wait" and waiter.food:
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self.BFS((table[0], table[1]))
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self.astar((table[0], table[1]))
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self.idle = False
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self.idle = False
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return True
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return True
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return False
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return False
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def endTask(self):
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#jesli sie zatrzymal na stoliku ktory chce zamowic to bierze zamowienie
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if restaurant.tiles[waiter.y][waiter.x].clientState == "order" and not waiter.food and not waiter.orders:
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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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#jesli sie zatrzymal w kuchni z zamowieniem to oddaje zamowienie
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if waiter.x == 1 and waiter.y == 1 and 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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#jesli sie zatrzymal w kuchni bez zamowienia to bierze jedzenie
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if waiter.x == 1 and waiter.y == 1 and not waiter.orders:
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for t in restaurant.kitchen:
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if t[2] == 0:
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restaurant.kitchen.remove(t)
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waiter.food = True
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#jesli sie zatrzymal na stoliku z jedzeniem to je daje
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if restaurant.tiles[waiter.y][waiter.x].clientState == "wait" and waiter.food and not waiter.orders:
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restaurant.tiles[waiter.y][waiter.x].clientState = "eat"
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self.food = False
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self.idle = True
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def drawScreen():
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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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pygame.draw.rect(display, (0, 0, 0), (0, 0, HEIGHT * 32, WIDTH * 32))
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@ -468,7 +463,8 @@ def drawScreen():
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for iw in range(WIDTH):
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for iw in range(WIDTH):
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tile = restaurant.tiles[ih][iw]
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tile = restaurant.tiles[ih][iw]
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if tile.canwalk:
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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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#pygame.draw.rect(display, (128, 128, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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display.blit(tileFoil, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
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if tile.cost == 5:
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if tile.cost == 5:
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pygame.draw.circle(display, (128, 128, 255), (iw * 32 + 17, ih * 32 + 17), 8)
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pygame.draw.circle(display, (128, 128, 255), (iw * 32 + 17, ih * 32 + 17), 8)
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if tile.table:
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if tile.table:
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@ -489,7 +485,8 @@ def drawScreen():
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# pygame.draw.rect(display, (64,0,64), (iw * 32 + 1, ih * 32+1, 14, 14))
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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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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.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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#pygame.draw.circle(display, (255, 255, 255), (waiter.x * 32 + 16, waiter.y * 32 + 16), 16)
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display.blit(waiterAct, (waiter.x * 32 + 8, waiter.y * 32 + 8))
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#1234 NWSE
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#1234 NWSE
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xx = 0
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xx = 0
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yy = 0
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yy = 0
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@ -511,15 +508,13 @@ def drawScreen():
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display.blit(textsurface, (WIDTH * 32 + 80, 332))
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display.blit(textsurface, (WIDTH * 32 + 80, 332))
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restaurant = Restaurant(0, 0, 10)
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restaurant = Restaurant(0, 0, 0, 0)
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waiter = Agent(1,1)
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waiter = Agent(1,1)
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clientTime = 10
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clientTime = 10
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totaltime = 0
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totaltime = 0
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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ticks = 0
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ticks = 0
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waiter.goal = (1,1)
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waiter.astar()
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# draw info
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# draw info
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help = True
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help = True
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@ -561,10 +556,14 @@ if help:
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while True:
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while True:
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for event in pygame.event.get():
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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.type == pygame.KEYDOWN:
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if event.key == pygame.K_0:
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project = 0
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if event.key == pygame.K_1:
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project = 1
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if event.key == pygame.K_F4:
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if event.key == pygame.K_F4:
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pygame.quit()
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pygame.quit()
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if event.key == pygame.K_F5:
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if event.key == pygame.K_F5:
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restaurant = Restaurant(3, 1, 10)
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restaurant = Restaurant(3, 3, 10, 3)
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waiter = Agent(2, 2)
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waiter = Agent(2, 2)
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clientTime = 10
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clientTime = 10
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ticks = 0
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ticks = 0
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@ -574,6 +573,7 @@ while True:
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waiter.BFS(t)
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waiter.BFS(t)
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if event.key == pygame.K_w:
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if event.key == pygame.K_w:
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waiter.walk()
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waiter.walk()
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# update restaurant
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# update restaurant
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if restaurant.clients > 0:
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if restaurant.clients > 0:
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clientTime = clientTime - 1
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clientTime = clientTime - 1
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@ -598,89 +598,16 @@ while True:
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restaurant.tiles[table[1]][table[0]].clientState = False
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restaurant.tiles[table[1]][table[0]].clientState = False
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totaltime = totaltime + ticks
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totaltime = totaltime + ticks
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restaurant.left = restaurant.left - 1
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restaurant.left = restaurant.left - 1
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if restaurant.left == 0:
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print("done in", totaltime)
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totaltime = 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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#file = open('results.csv', 'a')
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#file.write("\n")
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#file.write(str(S_IDLE.index(IDLE)))
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#file.write(",")
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#file.write(str(S_FIRST.index(FIRST)))
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#file.write(",")
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#if totaltime > 1076:
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# file.write(str(0))
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#else:
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# file.write(str(1))
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#file.close()
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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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#IDLE = random.choice(S_IDLE)
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#FIRST = random.choice(S_FIRST)
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#update waiter
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#update waiter
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waiter.walk()
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if project == 0:
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# old update waiter
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if False:
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if waiter.idle:
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if waiter.idle:
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if not waiter.getTask():
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waiter.getTask()
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else:
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waiter.walk()
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if not waiter.path:
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if not waiter.path:
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if IDLE == "kitchen":
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waiter.endTask()
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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.order_to_kitchen.append(client_ordering())
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DEFINE += 1
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cl = Client()
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waiter.order_list.insert(0,client_ordering_food(cl))
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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.order_to_kitchen:
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print("Passed: %s. Prediction: %s" % (order, print_leaf(classify(order, tree))))
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elif not waiter.food:
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for t in restaurant.kitchen:
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if not t[2]:
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image_recognition()
|
|
||||||
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()
|
drawScreen()
|
||||||
pygame.display.update()
|
pygame.display.update()
|
||||||
clock.tick(11)
|
clock.tick(15)
|
||||||
ticks = ticks + 1
|
ticks = ticks + 1
|
||||||
|
Loading…
Reference in New Issue
Block a user