import pygame from math import sqrt from math import floor import random from queue import PriorityQueue import pygad from concepts import * from graphviz import * import numpy as np from data import * from choice_tree import * from joblib import load from customertree import objects #import tensorflow as tf #from keras import * import h5py pygame.init() project = 0 WIN = 0 LOSSE = 0 DEFINE = 0 IMG_SIZE = 64 COLOR_CHANNELS = 3 CATEGORIES = [ "apple_pie", "club_sandwich", "greek_salad", "hamburger", "hot_dog", "ice_cream", "lasagna", "pizza", "steak", "waffles" ] #food_model = load("models/food_model.joblib") #drink_model = load("models/drink_model.joblib") #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] data = list(f[a_group_key]) # print(len(data)) data = np.array(data) X = np.array(data).reshape(-1, 64, 64, 3) with open('food_10_64x3_test.txt', 'r') as f: y = f.read().split() temp = [] for item in y: temp.append(int(item)) # print(len(X)) # print(len(y)) menu = [] for i in range(len(X)): menu.append([X[i], y[i]]) random.shuffle(menu) ''' def image_recognition(): LOSSE += 1 for _ in range(100): photo = random.choice(menu) prediction = model.predict(np.expand_dims(photo[0], axis=0)) max_value = prediction[0].max() idx = np.where(prediction[0]==max_value) if CATEGORIES[idx[0][0]] == waiter.order_list[-1]: WIN += 1 break waiter.order_list.pop() #print(WIN, LOSSE - WIN) ''' # ai settings #S_IDLE = ("kitchen", "middle", "inplace") #S_FIRST = ("order", "food") IDLE = "inplace" FIRST = "order" HEIGHT = 10 WIDTH = 10 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') waiterAct1 = pygame.image.load('act1.png') waiterAct2 = pygame.image.load('act2.png') waiterAct3 = pygame.image.load('act3.png') waiterAct4 = pygame.image.load('act4.png') waiterAct = [waiterAct1, waiterAct2, waiterAct3, waiterAct4] tableEmpty = pygame.image.load('table.png') tableOrder = pygame.image.load('tableOrder.png') tableDecide = pygame.image.load('tableDecide.png') tableWait = pygame.image.load('tableWait.png') tableEat = pygame.image.load('tableEat.png') cooker = pygame.image.load('cooker.png') wall = pygame.image.load('wall.png') # eating time EAT_TIME = 15 tree = build_tree(training_data) #print_tree(tree) def client_ordering(): order = [] for i in range(0, len(tree_format)-1): tmpr = random.sample(rand_data[i], 1) order.append(tmpr[0]) order.append('order') return order ### class Client: def __init__(self): self.gender = random.choice(["Man","Woman"]) self.outfit = random.choice(["Casual","Elegant"]) self.cash = random.choice([20,20,20,30,30,50,50,70,80,90,100,100,120, 120,150,200,300,500]) self.time = random.choice(["Afternoon","Evening"]) self.vege = random.choice(["No","No","No","No","Yes"]) self.age = random.randint(12,80) def __str__(self): return (self.gender + " Age: " + str(self.age) +" "+ self.outfit+ " $"+ str(self.cash)+ " Vege: "+ self.vege) ''' def order_drink(clt): frame = [] if clt.gender == "Man": frame.append(0) else: frame.append(1) if clt.age > 17: frame.append(0) else: frame.append(1) if clt.outfit == "Casual": frame.append(0) else: frame.append(1) if clt.cash > 100: frame.append(0) else: frame.append(1) if clt.time == "Evening": frame.append(0) else: frame.append(1) if clt.vege == "No": frame.append(0) else: frame.append(1) drink_predict = drink_model.predict([frame]) drink_index = drink_predict[0] return objects[-1][drink_index] ''' ''' def order_food(clt): frame = [] if clt.gender == "Man": frame.append(0) else: frame.append(1) if clt.age > 17: frame.append(0) else: frame.append(1) if clt.outfit == "Casual": frame.append(0) else: frame.append(1) if clt.cash > 100: frame.append(0) else: frame.append(1) if clt.time == "Evening": frame.append(0) else: frame.append(1) if clt.vege == "No": frame.append(0) else: frame.append(1) food_predict = food_model.predict([frame]) food_index = food_predict[0] return objects[-2][food_index] ''' ### 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: def __init__(self, x, y, canwalk, table, kitchen, cost): self.x = x self.y = y self.canwalk = canwalk self.table = table self.kitchen = kitchen self.client = False self.clientState = False self.visited = False self.path = False self.parent = (0, 0) self.cost = cost class Restaurant: def __init__(self, tables, clients, spots, walls): self.h = HEIGHT self.w = WIDTH self.tiles = [] self.tables = [] self.clients = clients self.kitchen = [] self.left = clients for ih in range(HEIGHT): new = [] for iw in range(WIDTH): if ih == 0 or ih == HEIGHT - 1 or iw == 0 or iw == WIDTH - 1: new.append(Tile(ih, iw, False, False, False, 1)) else: new.append(Tile(ih, iw, True, False, False, 1)) self.tiles.append(new) # random walls for i in range(walls): w = random.randint(1, 2) h = random.randint(4, HEIGHT - 5) for j in range(random.randint(1, 3)): ad = self.adjacent(w, h) t = random.choice(ad) w = t.x h = t.y self.tiles[w][h].canwalk = False # random tables i = 0 while i < tables: w = random.randint(2, WIDTH - 3) h = random.randint(2, HEIGHT - 3) if not self.tiles[h][w].table and self.tiles[h][w].canwalk: self.tiles[h][w].table = True i = i + 1 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 def putClient(self): for t in self.tables: if not self.tiles[t[1]][t[0]].clientState: self.tiles[t[1]][t[0]].client = 30 self.tiles[t[1]][t[0]].clientState = "decide" self.clients = self.clients - 1 break def flush(self): for ih in range(HEIGHT): for iw in range(WIDTH): self.tiles[ih][iw].visited = False self.tiles[ih][iw].parent = (0, 0) def adjacent(self, x, y): tiles = [] if x == 0 or y == 0 or x == WIDTH or y == HEIGHT: tiles.append(self.tiles[y][x]) return tiles tiles.append(self.tiles[y][x - 1]) tiles.append(self.tiles[y - 1][x]) tiles.append(self.tiles[y + 1][x]) tiles.append(self.tiles[y][x + 1]) return tiles def heuristic(a, b): (x1, y1) = a (x2, y2) = b return abs(x1 - x2) + abs(y1 - y2) class Agent: def __init__(self, x, y): self.x = x self.y = y self.dir = 1 #1234 NWSE self.path = [] self.idle = True self.orders = [] self.food = False self.goal = (0,0) self.order_list = [] self.order_to_kitchen = [] def walk(self): if self.path: t = self.path.pop(0) 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 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, goal): self.goal = 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 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 wait(self): self.idle = True def getTask(self): #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.astar((table[0], table[1])) self.idle = False return True #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 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 == "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)) for ih in range(HEIGHT): 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)) 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: if tile.clientState: if tile.clientState == "decide": # pygame.draw.rect(display, (0, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) display.blit(tableDecide, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) elif tile.clientState == "order": # pygame.draw.rect(display, (0, 255, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) display.blit(tableOrder, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) elif tile.clientState == "wait": # pygame.draw.rect(display, (255, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) display.blit(tableWait, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) elif tile.clientState == "eat": # pygame.draw.rect(display, (128, 64, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) display.blit(tableEat, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) else: # pygame.draw.rect(display, (64, 64, 64), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) display.blit(tableEmpty, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) if tile.kitchen: #pygame.draw.rect(display, (255, 0, 255), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) display.blit(cooker, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1)) # if tile.visited: # 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)) display.blit(wall, (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) display.blit(waiterAct[waiter.dir - 1], (waiter.x * 32 + 8, waiter.y * 32 + 8)) ''' # 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)) display.blit(textsurface, (WIDTH * 32 + 80, 300)) pygame.draw.rect(display, (0, 0, 0), (WIDTH * 32 + 80, 332, HEIGHT * 32, WIDTH * 32)) textsurface = font.render(str(ticks), False, (255, 255, 255)) display.blit(textsurface, (WIDTH * 32 + 80, 332)) restaurant = Restaurant(0, 0, 0, 0) waiter = Agent(1,1) clientTime = 10 totaltime = 0 clock = pygame.time.Clock() ticks = 0 # draw info help = True if help: font = pygame.font.SysFont('Arial', 18) textsurface = font.render("kelner", False, (255, 255, 255)) #pygame.draw.circle(display, (255, 255, 255), (WIDTH * 32 + 26, 16), 16) display.blit(waiterAct3, (WIDTH * 32 + 18, 4)) display.blit(textsurface, (WIDTH * 32 + 50, 0)) textsurface = font.render("sciana", False, (255, 255, 255)) #pygame.draw.rect(display, (128, 0, 128), (WIDTH * 32 + 10, 32, 32 - 1, 32 - 1)) display.blit(wall, (WIDTH * 32 + 10, 32, 32 - 1, 32 - 1)) display.blit(textsurface, (WIDTH * 32 + 50, 32)) textsurface = font.render("stolik - pusty", False, (255, 255, 255)) #pygame.draw.rect(display, (64, 64, 64), (WIDTH * 32 + 10, 64, 32 - 1, 32 - 1)) display.blit(tableEmpty, (WIDTH * 32 + 10, 64, 32 - 1, 32 - 1)) display.blit(textsurface, (WIDTH * 32 + 50, 64)) textsurface = font.render("stolik - decyduje", False, (255, 255, 255)) #pygame.draw.rect(display, (0, 128, 0), (WIDTH * 32 + 10, 96, 32 - 1, 32 - 1)) display.blit(tableDecide, (WIDTH * 32 + 10, 96, 32 - 1, 32 - 1)) display.blit(textsurface, (WIDTH * 32 + 50, 96)) textsurface = font.render("stolik - zamawia", False, (255, 255, 255)) #pygame.draw.rect(display, (0, 255, 0), (WIDTH * 32 + 10, 128, 32 - 1, 32 - 1)) display.blit(tableOrder, (WIDTH * 32 + 10, 128, 32 - 1, 32 - 1)) display.blit(textsurface, (WIDTH * 32 + 50, 128)) textsurface = font.render("stolik - czeka", False, (255, 255, 255)) #pygame.draw.rect(display, (255, 128, 0), (WIDTH * 32 + 10, 160, 32 - 1, 32 - 1)) display.blit(tableWait, (WIDTH * 32 + 10, 160, 32 - 1, 32 - 1)) display.blit(textsurface, (WIDTH * 32 + 50, 160)) textsurface = font.render("stolik - je", False, (255, 255, 255)) #pygame.draw.rect(display, (128, 64, 0), (WIDTH * 32 + 10, 192, 32 - 1, 32 - 1)) display.blit(tableEat, (WIDTH * 32 + 10, 192, 32 - 1, 32 - 1)) display.blit(textsurface, (WIDTH * 32 + 50, 192)) textsurface = font.render("kuchnia", False, (255, 255, 255)) #pygame.draw.rect(display, (255, 0, 255), (WIDTH * 32 + 10, 224, 32 - 1, 32 - 1)) display.blit(cooker, (WIDTH * 32 + 10, 224, 32 - 1, 32 - 1)) 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)) display.blit(textsurface, (WIDTH * 32 + 20, 300)) textsurface = font.render("czas:", False, (255, 255, 255)) display.blit(textsurface, (WIDTH * 32 + 20, 332)) 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 #Execute project if event.key == pygame.K_2: temp_order = client_ordering() print("Passed: %s. Prediction: %s" % (temp_order, print_leaf(classify(temp_order, tree)))) if event.key == pygame.K_F4: pygame.quit() if event.key == pygame.K_F5: restaurant = Restaurant(3, 3, 10, 3) waiter = Agent(2, 2) clientTime = 10 ticks = 0 totaltime = 0 if event.key == pygame.K_g: t = random.choice(restaurant.tables) waiter.BFS(t) if event.key == pygame.K_w: waiter.walk() # update restaurant if restaurant.clients > 0: clientTime = clientTime - 1 if clientTime == 0: clientTime = 10 restaurant.putClient() for t in restaurant.kitchen: if t[2] > 0: t[2] = t[2] - 1 # update tables for table in restaurant.tables: if restaurant.tiles[table[1]][table[0]].clientState: if restaurant.tiles[table[1]][table[0]].clientState == "decide": restaurant.tiles[table[1]][table[0]].client = restaurant.tiles[table[1]][table[0]].client - 1 if restaurant.tiles[table[1]][table[0]].client == 0: restaurant.tiles[table[1]][table[0]].clientState = "order" elif restaurant.tiles[table[1]][table[0]].clientState == "eat": restaurant.tiles[table[1]][table[0]].client = restaurant.tiles[table[1]][table[0]].client - 1 waiter.order_to_kitchen.clear() if restaurant.tiles[table[1]][table[0]].client == 0: restaurant.tiles[table[1]][table[0]].clientState = False totaltime = totaltime + ticks restaurant.left = restaurant.left - 1 #update waiter if project == 0: if waiter.idle: waiter.getTask() else: waiter.walk() if not waiter.path: waiter.endTask() drawScreen() pygame.display.update() clock.tick(15) ticks = ticks + 1