Update 'main.py'
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367499cb31
commit
9b0e7e1ce7
326
main.py
326
main.py
@ -11,11 +11,11 @@ import numpy as np
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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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#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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IDLE = "inplace"
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FIRST = "order"
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HEIGHT = 10
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WIDTH = 10
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@ -47,8 +47,18 @@ menu = Context.fromstring(''' |meat|salad|meal|drink|cold|hot |
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#print(func_output)
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###
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class Node:
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def __init__(self, state, parent, action):
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self.state = state
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self.parent = parent
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self.action = action
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def __eq__(self, other):
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return True
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def __lt__(self, other):
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return True
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class Tile:
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def __init__(self, x, y, canwalk, table, kitchen):
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def __init__(self, x, y, canwalk, table, kitchen, cost):
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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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@ -59,10 +69,11 @@ class Tile:
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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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self.cost = cost
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class Restaurant:
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def __init__(self, tables, clients):
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def __init__(self, tables, clients, spots):
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self.h = HEIGHT
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self.w = WIDTH
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self.tiles = []
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@ -74,9 +85,9 @@ class Restaurant:
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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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new.append(Tile(ih, iw, False, False, False, 1))
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else:
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new.append(Tile(ih, iw, True, False, False))
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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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# random walls
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for i in range(3):
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@ -97,7 +108,13 @@ class Restaurant:
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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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# random spots
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i = 0
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while i < spots:
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w = random.randint(2, WIDTH - 3)
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h = random.randint(2, HEIGHT - 3)
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self.tiles[h][w].cost = 5
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i = i + 1
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self.tiles[1][1].kitchen = True
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def putClient(self):
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@ -136,36 +153,135 @@ 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.dir = 1 #1234 NWSE
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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.goal = (0,0)
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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 self.path:
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t = self.path.pop(0)
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if t[0] == "rotate":
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if t[1] == "right":
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self.dir = self.dir - 1
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if self.dir == 0:
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self.dir = 4
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else:
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self.dir = self.dir + 1
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if self.dir == 5:
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self.dir = 1
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else:
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if self.dir == 1:
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self.y = self.y - 1
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elif self.dir == 2:
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self.x = self.x - 1
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elif self.dir == 3:
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self.y = self.y + 1
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else:
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self.x = self.x + 1
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if not self.path:
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self.idle = True
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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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x = state[0]
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y = state[1]
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if state[2] == 1:
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y = y - 1
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elif state[2] == 2:
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x = x - 1
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elif state[2] == 3:
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y = y + 1
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elif state[2] == 4:
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x = x + 1
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return restaurant.tiles[y][x].canwalk
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def goaltest(self, state):
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if (state[0] == self.goal[0]) and (state[1] == self.goal[1]):
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return True
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return False
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def succ(self, state):
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s = []
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r = state[2] - 1
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if r == 0:
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r = 4
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s.append((("rotate", "right"), (state[0], state[1], r)))
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l = state[2] + 1
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if l == 5:
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l = 1
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s.append((("rotate", "left"), (state[0], state[1], l)))
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if self.canWalk(state):
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if state[2] == 1:
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w = state[1] - 1
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s.append((("walk"), (state[0], w, state[2])))
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elif state[2] == 2:
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w = state[0] - 1
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s.append((("walk"), (w, state[1], state[2])))
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elif state[2] == 3:
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w = state[1] + 1
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s.append((("walk"), (state[0], w, state[2])))
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elif state[2] == 4:
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w = state[0] + 1
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s.append((("walk"), (w, state[1], state[2])))
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return s
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def f(self, node):
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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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def astar(self):
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print("finding path to", self.goal)
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#stan = (x, y, dir)
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fringe = PriorityQueue()
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explored = []
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start = Node((self.x, self.y, self.dir), False, False)
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fringe.put((1, start))
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while True:
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if fringe.empty():
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return False
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elem = fringe.get()[1]
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if self.goaltest(elem.state):
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self.path = []
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while elem.action is not False:
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self.path.insert(0, elem.action)
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elem = elem.parent
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print(self.path)
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return True
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explored.append(elem.state)
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for (akcja, stan) in self.succ(elem.state):
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x = Node(stan, elem, akcja)
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p = self.f(x)
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if not(stan in fringe.queue) and not(stan in explored):
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fringe.put((p, x))
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elif (stan in fringe.queue):
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fringe.queue.remove(elem)
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fringe.put((p, x))
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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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@ -209,7 +325,9 @@ def drawScreen():
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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.cost == 5:
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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.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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@ -228,6 +346,18 @@ def drawScreen():
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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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#1234 NWSE
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xx = 0
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yy = 0
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if waiter.dir == 1:
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yy = -16
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elif waiter.dir == 2:
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xx = -16
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elif waiter.dir == 3:
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yy = 16
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elif waiter.dir == 4:
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xx = 16
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pygame.draw.circle(display, (255, 0, 0), (waiter.x * 32 + 16+xx, waiter.y * 32 + 16+yy), 8)
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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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@ -237,13 +367,16 @@ def drawScreen():
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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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restaurant = Restaurant(0, 0, 10)
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waiter = Agent(1,1)
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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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waiter.goal = (1,1)
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waiter.astar()
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# draw info
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help = True
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if help:
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@ -272,6 +405,9 @@ if help:
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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("kaluza", False, (255, 255, 255))
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pygame.draw.circle(display, (128, 128, 255), (WIDTH * 32 + 26, 272), 8)
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display.blit(textsurface, (WIDTH * 32 + 50, 256))
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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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@ -284,7 +420,7 @@ while True:
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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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restaurant = Restaurant(3, 1, 10)
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waiter = Agent(2, 2)
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clientTime = 10
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ticks = 0
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@ -319,69 +455,71 @@ while True:
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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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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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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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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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waiter.walk()
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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 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.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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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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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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waiter.BFS((t[0], t[1]))
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restaurant.kitchen.remove(t)
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waiter.food = True
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waiter.idle = False
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break
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elif waiter.food and not waiter.path:
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restaurant.tiles[waiter.y][waiter.x].clientState = "eat"
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restaurant.tiles[waiter.y][waiter.x].client = 30
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waiter.food = False
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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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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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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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waiter.BFS((t[0], t[1]))
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restaurant.kitchen.remove(t)
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waiter.food = True
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waiter.idle = False
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break
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elif waiter.food and not waiter.path:
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restaurant.tiles[waiter.y][waiter.x].clientState = "eat"
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restaurant.tiles[waiter.y][waiter.x].client = 30
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waiter.food = False
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if ticks > 1500:
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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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#if ticks > 1500:
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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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drawScreen()
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pygame.display.update()
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clock.tick(1500)
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clock.tick(11)
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ticks = ticks + 1
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