Update 'main.py'

This commit is contained in:
Jędrzej Kupcewicz 2020-05-17 20:40:05 +00:00
parent 367499cb31
commit 9b0e7e1ce7

324
main.py
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@ -11,11 +11,11 @@ import numpy as np
pygame.init() pygame.init()
# ai settings # ai settings
S_IDLE = ("kitchen", "middle", "inplace") #S_IDLE = ("kitchen", "middle", "inplace")
S_FIRST = ("order", "food") #S_FIRST = ("order", "food")
IDLE = random.choice(S_IDLE) IDLE = "inplace"
FIRST = random.choice(S_FIRST) FIRST = "order"
HEIGHT = 10 HEIGHT = 10
WIDTH = 10 WIDTH = 10
@ -47,8 +47,18 @@ menu = Context.fromstring(''' |meat|salad|meal|drink|cold|hot |
#print(func_output) #print(func_output)
### ###
class Node:
def __init__(self, state, parent, action):
self.state = state
self.parent = parent
self.action = action
def __eq__(self, other):
return True
def __lt__(self, other):
return True
class Tile: class Tile:
def __init__(self, x, y, canwalk, table, kitchen): def __init__(self, x, y, canwalk, table, kitchen, cost):
self.x = x self.x = x
self.y = y self.y = y
self.canwalk = canwalk self.canwalk = canwalk
@ -59,10 +69,11 @@ class Tile:
self.visited = False self.visited = False
self.path = False self.path = False
self.parent = (0, 0) self.parent = (0, 0)
self.cost = cost
class Restaurant: class Restaurant:
def __init__(self, tables, clients): def __init__(self, tables, clients, spots):
self.h = HEIGHT self.h = HEIGHT
self.w = WIDTH self.w = WIDTH
self.tiles = [] self.tiles = []
@ -74,9 +85,9 @@ class Restaurant:
new = [] new = []
for iw in range(WIDTH): for iw in range(WIDTH):
if ih == 0 or ih == HEIGHT - 1 or iw == 0 or iw == WIDTH - 1: if ih == 0 or ih == HEIGHT - 1 or iw == 0 or iw == WIDTH - 1:
new.append(Tile(ih, iw, False, False, False)) new.append(Tile(ih, iw, False, False, False, 1))
else: else:
new.append(Tile(ih, iw, True, False, False)) new.append(Tile(ih, iw, True, False, False, 1))
self.tiles.append(new) self.tiles.append(new)
# random walls # random walls
for i in range(3): for i in range(3):
@ -97,7 +108,13 @@ class Restaurant:
self.tiles[h][w].table = True self.tiles[h][w].table = True
i = i + 1 i = i + 1
self.tables.append((w, h)) self.tables.append((w, h))
# random spots
i = 0
while i < spots:
w = random.randint(2, WIDTH - 3)
h = random.randint(2, HEIGHT - 3)
self.tiles[h][w].cost = 5
i = i + 1
self.tiles[1][1].kitchen = True self.tiles[1][1].kitchen = True
def putClient(self): def putClient(self):
@ -136,36 +153,135 @@ class Agent:
def __init__(self, x, y): def __init__(self, x, y):
self.x = x self.x = x
self.y = y self.y = y
self.dir = 1 #1234 NWSE
self.path = [] self.path = []
self.idle = True self.idle = True
self.orders = [] self.orders = []
self.food = False self.food = False
self.goal = (0,0)
def walk(self): def walk(self):
t = self.path.pop(0) if self.path:
self.x = t[0] t = self.path.pop(0)
self.y = t[1] if t[0] == "rotate":
if t[1] == "right":
self.dir = self.dir - 1
if self.dir == 0:
self.dir = 4
else:
self.dir = self.dir + 1
if self.dir == 5:
self.dir = 1
else:
if self.dir == 1:
self.y = self.y - 1
elif self.dir == 2:
self.x = self.x - 1
elif self.dir == 3:
self.y = self.y + 1
else:
self.x = self.x + 1
if not self.path: if not self.path:
self.idle = True 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]
y = state[1]
if state[2] == 1:
y = y - 1
elif state[2] == 2:
x = x - 1
elif state[2] == 3:
y = y + 1
elif state[2] == 4:
x = x + 1
return restaurant.tiles[y][x].canwalk
def goaltest(self, state):
if (state[0] == self.goal[0]) and (state[1] == self.goal[1]):
return True
return False
def succ(self, state):
s = []
r = state[2] - 1
if r == 0:
r = 4
s.append((("rotate", "right"), (state[0], state[1], r)))
l = state[2] + 1
if l == 5:
l = 1
s.append((("rotate", "left"), (state[0], state[1], l)))
if self.canWalk(state):
if state[2] == 1:
w = state[1] - 1
s.append((("walk"), (state[0], w, state[2])))
elif state[2] == 2:
w = state[0] - 1
s.append((("walk"), (w, state[1], state[2])))
elif state[2] == 3:
w = state[1] + 1
s.append((("walk"), (state[0], w, state[2])))
elif state[2] == 4:
w = state[0] + 1
s.append((("walk"), (w, state[1], state[2])))
return s
def f(self, node):
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)
#stan = (x, y, dir)
fringe = PriorityQueue()
explored = []
start = Node((self.x, self.y, self.dir), False, False)
fringe.put((1, start))
while True:
if fringe.empty():
return False
elem = fringe.get()[1]
if self.goaltest(elem.state):
self.path = []
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):
x = Node(stan, elem, akcja)
p = self.f(x)
if not(stan in fringe.queue) and not(stan in explored):
fringe.put((p, x))
elif (stan in fringe.queue):
fringe.queue.remove(elem)
fringe.put((p, x))
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 wait(self): def wait(self):
self.idle = True self.idle = True
@ -209,6 +325,8 @@ def drawScreen():
tile = restaurant.tiles[ih][iw] tile = restaurant.tiles[ih][iw]
if tile.canwalk: 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))
if tile.cost == 5:
pygame.draw.circle(display, (128, 128, 255), (iw * 32 + 17, ih * 32 + 17), 8)
if tile.table: if tile.table:
if tile.clientState: if tile.clientState:
if tile.clientState == "decide": if tile.clientState == "decide":
@ -228,6 +346,18 @@ def drawScreen():
else: else:
pygame.draw.rect(display, (128, 0, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) 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)
#1234 NWSE
xx = 0
yy = 0
if waiter.dir == 1:
yy = -16
elif waiter.dir == 2:
xx = -16
elif waiter.dir == 3:
yy = 16
elif waiter.dir == 4:
xx = 16
pygame.draw.circle(display, (255, 0, 0), (waiter.x * 32 + 16+xx, waiter.y * 32 + 16+yy), 8)
textsurface = font.render(str(restaurant.clients), False, (255, 255, 255)) textsurface = font.render(str(restaurant.clients), False, (255, 255, 255))
display.blit(textsurface, (WIDTH * 32 + 80, 300)) display.blit(textsurface, (WIDTH * 32 + 80, 300))
@ -237,13 +367,16 @@ def drawScreen():
display.blit(textsurface, (WIDTH * 32 + 80, 332)) display.blit(textsurface, (WIDTH * 32 + 80, 332))
restaurant = Restaurant(3, 5) restaurant = Restaurant(0, 0, 10)
waiter = Agent(2, 2) waiter = Agent(1,1)
clientTime = 10 clientTime = 10
totaltime = 0 totaltime = 0
clock = pygame.time.Clock() clock = pygame.time.Clock()
ticks = 0 ticks = 0
waiter.goal = (1,1)
waiter.astar()
# draw info # draw info
help = True help = True
if help: if help:
@ -272,6 +405,9 @@ if help:
textsurface = font.render("kuchnia", False, (255, 255, 255)) textsurface = font.render("kuchnia", False, (255, 255, 255))
pygame.draw.rect(display, (255, 0, 255), (WIDTH * 32 + 10, 224, 32 - 1, 32 - 1)) pygame.draw.rect(display, (255, 0, 255), (WIDTH * 32 + 10, 224, 32 - 1, 32 - 1))
display.blit(textsurface, (WIDTH * 32 + 50, 224)) display.blit(textsurface, (WIDTH * 32 + 50, 224))
textsurface = font.render("kaluza", False, (255, 255, 255))
pygame.draw.circle(display, (128, 128, 255), (WIDTH * 32 + 26, 272), 8)
display.blit(textsurface, (WIDTH * 32 + 50, 256))
textsurface = font.render("klienci:", False, (255, 255, 255)) textsurface = font.render("klienci:", False, (255, 255, 255))
display.blit(textsurface, (WIDTH * 32 + 20, 300)) display.blit(textsurface, (WIDTH * 32 + 20, 300))
@ -284,7 +420,7 @@ while True:
if event.key == pygame.K_F4: if event.key == pygame.K_F4:
pygame.quit() pygame.quit()
if event.key == pygame.K_F5: if event.key == pygame.K_F5:
restaurant = Restaurant(3, 5) restaurant = Restaurant(3, 1, 10)
waiter = Agent(2, 2) waiter = Agent(2, 2)
clientTime = 10 clientTime = 10
ticks = 0 ticks = 0
@ -319,69 +455,71 @@ while True:
restaurant.left = restaurant.left - 1 restaurant.left = restaurant.left - 1
if restaurant.left == 0: if restaurant.left == 0:
print("done in", totaltime) print("done in", totaltime)
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
totaltime = 0 totaltime = 0
IDLE = random.choice(S_IDLE) #file = open('results.csv', 'a')
FIRST = random.choice(S_FIRST) #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 # update waiter
if waiter.idle: waiter.walk()
if not waiter.getTask(): # old update waiter
if not waiter.path: if False:
if IDLE == "kitchen": if waiter.idle:
waiter.BFS(KITCHEN) if not waiter.getTask():
elif IDLE == "middle": if not waiter.path:
waiter.BFS(MIDDLE) if IDLE == "kitchen":
waiter.BFS(KITCHEN)
elif IDLE == "middle":
waiter.BFS(MIDDLE)
else:
waiter.wait()
else: else:
waiter.wait() waiter.walk()
else: elif waiter.path:
waiter.walk() waiter.walk()
elif waiter.path: if not waiter.orders and restaurant.tiles[waiter.y][waiter.x].clientState == "order" and not waiter.path:
waiter.walk() restaurant.tiles[waiter.y][waiter.x].clientState = "wait"
if not waiter.orders and restaurant.tiles[waiter.y][waiter.x].clientState == "order" and not waiter.path: waiter.orders = (waiter.x, waiter.y)
restaurant.tiles[waiter.y][waiter.x].clientState = "wait" if (waiter.x, waiter.y) == KITCHEN:
waiter.orders = (waiter.x, waiter.y) if waiter.orders:
if (waiter.x, waiter.y) == KITCHEN: restaurant.kitchen.append([waiter.orders[0], waiter.orders[1], 50])
if waiter.orders: waiter.orders = False
restaurant.kitchen.append([waiter.orders[0], waiter.orders[1], 50]) elif not waiter.food:
waiter.orders = False for t in restaurant.kitchen:
elif not waiter.food: if not t[2]:
for t in restaurant.kitchen: waiter.BFS((t[0], t[1]))
if not t[2]: restaurant.kitchen.remove(t)
waiter.BFS((t[0], t[1])) waiter.food = True
restaurant.kitchen.remove(t) waiter.idle = False
waiter.food = True break
waiter.idle = False elif waiter.food and not waiter.path:
break restaurant.tiles[waiter.y][waiter.x].clientState = "eat"
elif waiter.food and not waiter.path: restaurant.tiles[waiter.y][waiter.x].client = 30
restaurant.tiles[waiter.y][waiter.x].clientState = "eat" waiter.food = False
restaurant.tiles[waiter.y][waiter.x].client = 30
waiter.food = False
if ticks > 1500: #if ticks > 1500:
restaurant = Restaurant(3, 5) #restaurant = Restaurant(3, 5)
waiter = Agent(2, 2) #waiter = Agent(2, 2)
clientTime = 10 #clientTime = 10
ticks = 0 #ticks = 0
totaltime = 0 #totaltime = 0
IDLE = random.choice(S_IDLE) #IDLE = random.choice(S_IDLE)
FIRST = random.choice(S_FIRST) #FIRST = random.choice(S_FIRST)
drawScreen() drawScreen()
pygame.display.update() pygame.display.update()
clock.tick(1500) clock.tick(11)
ticks = ticks + 1 ticks = ticks + 1