Update 'main.py'
This commit is contained in:
parent
0e8d3c40bd
commit
942ca758ef
205
main.py
205
main.py
@ -13,12 +13,12 @@ from choice_tree import *
|
||||
from joblib import load
|
||||
from customertree import objects
|
||||
|
||||
import tensorflow as tf
|
||||
from keras import *
|
||||
#import tensorflow as tf
|
||||
#from keras import *
|
||||
import h5py
|
||||
|
||||
pygame.init()
|
||||
|
||||
project = 0
|
||||
|
||||
WIN = 0
|
||||
LOSSE = 0
|
||||
@ -39,10 +39,10 @@ CATEGORIES = [
|
||||
"waffles"
|
||||
]
|
||||
|
||||
food_model = load("models/food_model.joblib")
|
||||
drink_model = load("models/drink_model.joblib")
|
||||
#food_model = load("models/food_model.joblib")
|
||||
#drink_model = load("models/drink_model.joblib")
|
||||
|
||||
model = tf.keras.models.load_model('final1')
|
||||
#model = tf.keras.models.load_model('final1')
|
||||
|
||||
with h5py.File('food_10_64x3_test.hdf5', "r") as f:
|
||||
a_group_key = list(f.keys())[0]
|
||||
@ -73,7 +73,7 @@ def image_recognition():
|
||||
WIN += 1
|
||||
break
|
||||
waiter.order_list.pop()
|
||||
print(WIN, LOSSE - WIN)
|
||||
#print(WIN, LOSSE - WIN)
|
||||
|
||||
# ai settings
|
||||
#S_IDLE = ("kitchen", "middle", "inplace")
|
||||
@ -89,13 +89,15 @@ KITCHEN = (1, 1)
|
||||
MIDDLE = (floor(WIDTH / 2), floor(HEIGHT / 2))
|
||||
|
||||
display = pygame.display.set_mode((WIDTH * 32 + 200, HEIGHT * 32))
|
||||
|
||||
tileFoil = pygame.image.load('tile.jpg')
|
||||
waiterAct = pygame.image.load('act1.png')
|
||||
waiterAct.set_colorkey((255, 255, 255))
|
||||
# eating time
|
||||
EAT_TIME = 15
|
||||
|
||||
tree = build_tree(training_data)
|
||||
#order_len = len(tree_format)
|
||||
print_tree(tree)
|
||||
#print_tree(tree)
|
||||
|
||||
|
||||
def client_ordering():
|
||||
@ -215,7 +217,7 @@ class Tile:
|
||||
|
||||
|
||||
class Restaurant:
|
||||
def __init__(self, tables, clients, spots):
|
||||
def __init__(self, tables, clients, spots, walls):
|
||||
self.h = HEIGHT
|
||||
self.w = WIDTH
|
||||
self.tiles = []
|
||||
@ -232,7 +234,7 @@ class Restaurant:
|
||||
new.append(Tile(ih, iw, True, False, False, 1))
|
||||
self.tiles.append(new)
|
||||
# random walls
|
||||
for i in range(3):
|
||||
for i in range(walls):
|
||||
w = random.randint(1, 2)
|
||||
h = random.randint(4, HEIGHT - 5)
|
||||
for j in range(random.randint(1, 3)):
|
||||
@ -325,28 +327,6 @@ class Agent:
|
||||
self.y = self.y + 1
|
||||
else:
|
||||
self.x = self.x + 1
|
||||
if not self.path:
|
||||
waiter.goal = (random.randint(1, 8), random.randint(1, 8))
|
||||
waiter.astar()
|
||||
#
|
||||
#def BFS(self, goal):
|
||||
# restaurant.flush()
|
||||
# queue = [(self.x, self.y)]
|
||||
# while len(queue) > 0:
|
||||
# n = queue.pop(0)
|
||||
# restaurant.tiles[n[1]][n[0]].visited = True
|
||||
# if n == goal:
|
||||
# while not n == (self.x, self.y):
|
||||
# self.path.insert(0, n)
|
||||
# n = restaurant.tiles[n[1]][n[0]].parent
|
||||
# return
|
||||
# adj = restaurant.adjacent(n[1], n[0])
|
||||
# for item in adj:
|
||||
# x = item.x
|
||||
# y = item.y
|
||||
# if restaurant.tiles[y][x].canwalk and not restaurant.tiles[y][x].visited:
|
||||
# queue.append((x, y))
|
||||
# restaurant.tiles[y][x].parent = n
|
||||
|
||||
def canWalk(self, state):
|
||||
x = state[0]
|
||||
@ -397,8 +377,8 @@ class Agent:
|
||||
cost = restaurant.tiles[self.goal[1]][self.goal[0]].cost
|
||||
return heuristic((node.state[0], node.state[1]), self.goal) + cost
|
||||
|
||||
def astar(self):
|
||||
print("finding path to", self.goal)
|
||||
def astar(self, goal):
|
||||
self.goal = goal
|
||||
#stan = (x, y, dir)
|
||||
fringe = PriorityQueue()
|
||||
explored = []
|
||||
@ -414,7 +394,6 @@ class Agent:
|
||||
while elem.action is not False:
|
||||
self.path.insert(0, elem.action)
|
||||
elem = elem.parent
|
||||
print(self.path)
|
||||
return True
|
||||
explored.append(elem.state)
|
||||
for (akcja, stan) in self.succ(elem.state):
|
||||
@ -431,36 +410,52 @@ class Agent:
|
||||
self.idle = True
|
||||
|
||||
def getTask(self):
|
||||
if waiter.orders:
|
||||
self.BFS(KITCHEN)
|
||||
self.idle = False
|
||||
return True
|
||||
if FIRST == "order":
|
||||
#jesli ktos chce zamowic to do niego idzie
|
||||
if not self.orders and not self.food:
|
||||
for table in restaurant.tables:
|
||||
if restaurant.tiles[table[1]][table[0]].clientState == "order":
|
||||
self.BFS((table[0], table[1]))
|
||||
self.astar((table[0], table[1]))
|
||||
self.idle = False
|
||||
return True
|
||||
if not waiter.food:
|
||||
#jesli trzyma zamowienie to idzie do kuchni
|
||||
if self.orders:
|
||||
self.astar(KITCHEN)
|
||||
self.idle = False
|
||||
return True
|
||||
#jesli w kuchni jest gotowe danie to po nie idzie
|
||||
for t in restaurant.kitchen:
|
||||
if not t[2]:
|
||||
waiter.BFS(KITCHEN)
|
||||
self.idle = False
|
||||
return True
|
||||
elif FIRST == "food":
|
||||
if not waiter.food:
|
||||
for t in restaurant.kitchen:
|
||||
if not t[2]:
|
||||
waiter.BFS(KITCHEN)
|
||||
if t[2] == 0:
|
||||
self.astar(KITCHEN)
|
||||
self.idle = False
|
||||
return True
|
||||
#jesli ktos chce jedzenie a kelner je trzyma
|
||||
for table in restaurant.tables:
|
||||
if restaurant.tiles[table[1]][table[0]].clientState == "order":
|
||||
self.BFS((table[0], table[1]))
|
||||
if restaurant.tiles[table[1]][table[0]].clientState == "wait" and waiter.food:
|
||||
self.astar((table[0], table[1]))
|
||||
self.idle = False
|
||||
return True
|
||||
return False
|
||||
|
||||
def endTask(self):
|
||||
#jesli sie zatrzymal na stoliku ktory chce zamowic to bierze zamowienie
|
||||
if restaurant.tiles[waiter.y][waiter.x].clientState == "order" and not waiter.food and not waiter.orders:
|
||||
restaurant.tiles[waiter.y][waiter.x].clientState = "wait"
|
||||
waiter.orders = (waiter.x, waiter.y)
|
||||
#jesli sie zatrzymal w kuchni z zamowieniem to oddaje zamowienie
|
||||
if waiter.x == 1 and waiter.y == 1 and waiter.orders:
|
||||
restaurant.kitchen.append([waiter.orders[0], waiter.orders[1], 50])
|
||||
waiter.orders = False
|
||||
#jesli sie zatrzymal w kuchni bez zamowienia to bierze jedzenie
|
||||
if waiter.x == 1 and waiter.y == 1 and not waiter.orders:
|
||||
for t in restaurant.kitchen:
|
||||
if t[2] == 0:
|
||||
restaurant.kitchen.remove(t)
|
||||
waiter.food = True
|
||||
#jesli sie zatrzymal na stoliku z jedzeniem to je daje
|
||||
if restaurant.tiles[waiter.y][waiter.x].clientState == "wait" and waiter.food and not waiter.orders:
|
||||
restaurant.tiles[waiter.y][waiter.x].clientState = "eat"
|
||||
self.food = False
|
||||
self.idle = True
|
||||
|
||||
def drawScreen():
|
||||
pygame.draw.rect(display, (0, 0, 0), (0, 0, HEIGHT * 32, WIDTH * 32))
|
||||
@ -468,7 +463,8 @@ def drawScreen():
|
||||
for iw in range(WIDTH):
|
||||
tile = restaurant.tiles[ih][iw]
|
||||
if tile.canwalk:
|
||||
pygame.draw.rect(display, (128, 128, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
|
||||
#pygame.draw.rect(display, (128, 128, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
|
||||
display.blit(tileFoil, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
|
||||
if tile.cost == 5:
|
||||
pygame.draw.circle(display, (128, 128, 255), (iw * 32 + 17, ih * 32 + 17), 8)
|
||||
if tile.table:
|
||||
@ -489,7 +485,8 @@ def drawScreen():
|
||||
# pygame.draw.rect(display, (64,0,64), (iw * 32 + 1, ih * 32+1, 14, 14))
|
||||
else:
|
||||
pygame.draw.rect(display, (128, 0, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
|
||||
pygame.draw.circle(display, (255, 255, 255), (waiter.x * 32 + 16, waiter.y * 32 + 16), 16)
|
||||
#pygame.draw.circle(display, (255, 255, 255), (waiter.x * 32 + 16, waiter.y * 32 + 16), 16)
|
||||
display.blit(waiterAct, (waiter.x * 32 + 8, waiter.y * 32 + 8))
|
||||
#1234 NWSE
|
||||
xx = 0
|
||||
yy = 0
|
||||
@ -511,15 +508,13 @@ def drawScreen():
|
||||
display.blit(textsurface, (WIDTH * 32 + 80, 332))
|
||||
|
||||
|
||||
restaurant = Restaurant(0, 0, 10)
|
||||
restaurant = Restaurant(0, 0, 0, 0)
|
||||
waiter = Agent(1,1)
|
||||
clientTime = 10
|
||||
totaltime = 0
|
||||
clock = pygame.time.Clock()
|
||||
ticks = 0
|
||||
|
||||
waiter.goal = (1,1)
|
||||
waiter.astar()
|
||||
|
||||
# draw info
|
||||
help = True
|
||||
@ -561,10 +556,14 @@ if help:
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_0:
|
||||
project = 0
|
||||
if event.key == pygame.K_1:
|
||||
project = 1
|
||||
if event.key == pygame.K_F4:
|
||||
pygame.quit()
|
||||
if event.key == pygame.K_F5:
|
||||
restaurant = Restaurant(3, 1, 10)
|
||||
restaurant = Restaurant(3, 3, 10, 3)
|
||||
waiter = Agent(2, 2)
|
||||
clientTime = 10
|
||||
ticks = 0
|
||||
@ -574,6 +573,7 @@ while True:
|
||||
waiter.BFS(t)
|
||||
if event.key == pygame.K_w:
|
||||
waiter.walk()
|
||||
|
||||
# update restaurant
|
||||
if restaurant.clients > 0:
|
||||
clientTime = clientTime - 1
|
||||
@ -598,89 +598,16 @@ while True:
|
||||
restaurant.tiles[table[1]][table[0]].clientState = False
|
||||
totaltime = totaltime + ticks
|
||||
restaurant.left = restaurant.left - 1
|
||||
if restaurant.left == 0:
|
||||
print("done in", totaltime)
|
||||
totaltime = 0
|
||||
|
||||
restaurant = Restaurant(3, 5)
|
||||
waiter = Agent(2, 2)
|
||||
clientTime = 10
|
||||
ticks = 0
|
||||
totaltime = 0
|
||||
IDLE = random.choice(S_IDLE)
|
||||
FIRST = random.choice(S_FIRST)
|
||||
|
||||
#file = open('results.csv', 'a')
|
||||
#file.write("\n")
|
||||
#file.write(str(S_IDLE.index(IDLE)))
|
||||
#file.write(",")
|
||||
#file.write(str(S_FIRST.index(FIRST)))
|
||||
#file.write(",")
|
||||
#if totaltime > 1076:
|
||||
# file.write(str(0))
|
||||
#else:
|
||||
# file.write(str(1))
|
||||
#file.close()
|
||||
#restaurant = Restaurant(3, 5)
|
||||
#waiter = Agent(2, 2)
|
||||
#clientTime = 10
|
||||
#ticks = 0
|
||||
#IDLE = random.choice(S_IDLE)
|
||||
#FIRST = random.choice(S_FIRST)
|
||||
#update waiter
|
||||
waiter.walk()
|
||||
# old update waiter
|
||||
if False:
|
||||
if project == 0:
|
||||
if waiter.idle:
|
||||
if not waiter.getTask():
|
||||
waiter.getTask()
|
||||
else:
|
||||
waiter.walk()
|
||||
if not waiter.path:
|
||||
if IDLE == "kitchen":
|
||||
waiter.BFS(KITCHEN)
|
||||
elif IDLE == "middle":
|
||||
waiter.BFS(MIDDLE)
|
||||
else:
|
||||
waiter.wait()
|
||||
else:
|
||||
waiter.walk()
|
||||
elif waiter.path:
|
||||
waiter.walk()
|
||||
if not waiter.orders and restaurant.tiles[waiter.y][waiter.x].clientState == "order" and not waiter.path:
|
||||
restaurant.tiles[waiter.y][waiter.x].clientState = "wait"
|
||||
waiter.orders = (waiter.x, waiter.y)
|
||||
waiter.order_to_kitchen.append(client_ordering())
|
||||
DEFINE += 1
|
||||
cl = Client()
|
||||
waiter.order_list.insert(0,client_ordering_food(cl))
|
||||
if (waiter.x, waiter.y) == KITCHEN:
|
||||
if waiter.orders:
|
||||
restaurant.kitchen.append([waiter.orders[0], waiter.orders[1], 50])
|
||||
waiter.orders = False
|
||||
for order in waiter.order_to_kitchen:
|
||||
print("Passed: %s. Prediction: %s" % (order, print_leaf(classify(order, tree))))
|
||||
elif not waiter.food:
|
||||
for t in restaurant.kitchen:
|
||||
if not t[2]:
|
||||
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)
|
||||
waiter.endTask()
|
||||
|
||||
drawScreen()
|
||||
pygame.display.update()
|
||||
clock.tick(11)
|
||||
clock.tick(15)
|
||||
ticks = ticks + 1
|
||||
|
Loading…
Reference in New Issue
Block a user