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.gitignore
vendored
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.gitignore
vendored
@ -50,7 +50,7 @@ MANIFEST
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pip-log.txt
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pip-delete-this-directory.txt
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# Unit test / coverage reports
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# Unit pathfinding / coverage reports
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htmlcov/
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.tox/
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.nox/
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32
GameModel.py
32
GameModel.py
@ -1,16 +1,18 @@
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from typing import List
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from mesa import Model, Agent
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from mesa import Model
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from mesa.space import MultiGrid
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from mesa.time import RandomActivation
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from AgentBase import AgentBase
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from ForkliftAgent import ForkliftAgent
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from InitialStateFactory import InitialStateFactory
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from PatchAgent import PatchAgent
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from PatchType import PatchType
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from util.PathDefinitions import inverse_y, GridLocation, GridWithWeights
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from util.PathVisualiser import draw_grid, reconstruct_path
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from util.Pathfinder import a_star_search
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from data.GameConstants import GameConstants
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from decision.ActionType import ActionType
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from pathfinding.dlaMarcina import PathFinderOnStates, PathFinderState
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from util.PathDefinitions import GridLocation, GridWithWeights
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class GameModel(Model):
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@ -26,13 +28,29 @@ class GameModel(Model):
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self.schedule.add(self.forklift_agent)
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self.agents.append(self.forklift_agent)
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initial_state_factory = InitialStateFactory()
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self.game_constants = GameConstants(
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width,
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height,
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graph.walls
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)
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# Add the agent to a random grid cell
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x = 5
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y = 5
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self.grid.place_agent(self.forklift_agent, (x, y))
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self.forklift_agent.current_position = (x, y)
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# start, goal = (x, y), (2, 1)
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start, goal = (x, y), (8, 8)
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pathFinder = PathFinderOnStates(
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self.game_constants,
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goal,
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PathFinderState(self.forklift_agent.current_position, self.forklift_agent.current_rotation, 0,
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ActionType.NONE, [])
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)
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# came_from, cost_so_far = a_star_search(graph, start, goal)
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# draw_grid(graph, point_to=came_from, start=start, goal=goal)
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#
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@ -47,6 +65,10 @@ class GameModel(Model):
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self.place_patch_agents()
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self.place_walls_agents(graph.walls)
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actions = pathFinder.getActionList()
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print("PATHFINDING")
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print(actions)
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def place_patch_agents(self):
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agent = PatchAgent(self, PatchType.pickUp)
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self.schedule.add(agent)
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@ -5,11 +5,18 @@ from util.PathDefinitions import GridLocation
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class GameConstants:
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def __init__(self, grid_width: int, grid_height: int, delivery_pos: GridLocation, order_pos: GridLocation,
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special_positions: Dict[ItemType, GridLocation], walls: [GridLocation]):
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def __init__(
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self,
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grid_width: int,
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grid_height: int,
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# delivery_pos: GridLocation,
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# order_pos: GridLocation,
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# special_positions: Dict[ItemType, GridLocation],
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walls: [GridLocation]
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):
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self.grid_width = grid_width
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self.grid_height = grid_height
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self.delivery_pos = delivery_pos
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self.order_pos = order_pos
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self.special_positions = special_positions
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# self.delivery_pos = delivery_pos
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# self.order_pos = order_pos
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# self.special_positions = special_positions
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self.walls = walls
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1
main.py
1
main.py
@ -64,5 +64,6 @@ if __name__ == '__main__':
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[grid],
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"Automatyczny Wózek Widłowy",
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{"width": gridHeight, "height": gridWidth, "graph": diagram4})
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server.port = 8888
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server.launch()
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@ -1,13 +1,18 @@
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import queue
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from typing import List
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from typing import Optional, Dict, Tuple
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from dataclasses import dataclass, field
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from typing import List, Any
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from typing import Tuple
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from data.Direction import Direction
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from data.GameConstants import GameConstants
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from decision.ActionType import ActionType
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from util.PathDefinitions import GridLocation
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from util.PriorityQueue import PriorityQueue
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from decision.StateTree import StateTree
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@dataclass(order=True)
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class PrioritizedItem:
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priority: float
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item: Any = field(compare=False)
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class PathFinderState:
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@ -21,14 +26,6 @@ class PathFinderState:
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self.last_action = last_action
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self.action_taken = action_taken
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def getActionTaken(self):
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return self.getActionTaken()
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#
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#
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#
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class PathFinderOnStates:
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def __init__(self, game_constants: GameConstants, goal: GridLocation, root_state: PathFinderState):
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@ -36,7 +33,7 @@ class PathFinderOnStates:
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self.game_constants = game_constants
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self.goal = goal
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self.queue = PriorityQueue()
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self.queue.put(root_state, root_state.cost)
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self.queue.put(PrioritizedItem(root_state.cost, root_state), root_state.cost)
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def heuristic(self, a: Tuple[int, int], b: Tuple[int, int]) -> float:
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# tutaj mozna uzyc heury np. manhatan distance (zmodyfikowany bo masz obroty a to zmienia oplacalnosc)
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@ -49,20 +46,17 @@ class PathFinderOnStates:
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return currState.cost + self.heuristic(currState.agent_position, self.goal)
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def getPositionAfterMove(self, currState: PathFinderState) -> GridLocation:
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result: GridLocation = None
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if currState.agent_position == Direction.top:
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currState.agent_position[1] += 1
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result = currState.agent_position
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elif currState.agent_position == Direction.down:
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currState.agent_position[1] -= 1
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result = currState.agent_position
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elif currState.agent_position == Direction.right:
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currState.agent_position[0] += 1
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result = currState.agent_position
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elif currState.agent_position == Direction.left:
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currState.agent_position[0] -= 1
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result = currState.agent_position
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return result
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if currState.agent_direction == Direction.top:
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return currState.agent_position[0], currState.agent_position[1] + 1
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elif currState.agent_direction == Direction.down:
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return currState.agent_position[0], currState.agent_position[1] - 1
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elif currState.agent_direction == Direction.right:
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return currState.agent_position[0] + 1, currState.agent_position[1]
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elif currState.agent_direction == Direction.left:
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return currState.agent_position[0] - 1, currState.agent_position[1]
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def isMovePossible(self, currState: PathFinderState) -> bool:
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positionAfterMove = self.getPositionAfterMove(currState)
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@ -80,6 +74,7 @@ class PathFinderOnStates:
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last_action = action
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action_taken: List[ActionType] = []
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action_taken.extend(currState.action_taken)
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action_taken.append(last_action)
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agent_position = currState.agent_position
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agent_direction = currState.agent_direction
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@ -129,16 +124,26 @@ class PathFinderOnStates:
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return possibleNextStates
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def getActionList(self) -> List[ActionType]:
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best_state: PathFinderState = self.queue.get()
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already_visited = {}
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while not self.queue.empty():
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item: PrioritizedItem = self.queue.get()
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best_state: PathFinderState = item.item
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if best_state.agent_position == self.goal:
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break
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while best_state.agent_position != self.goal and not self.queue.empty():
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# dodajesz do kolejki stany z expansion (po cost)
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for state in self.expansion(best_state):
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self.queue.put(state, self.evaluate(state))
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s_tuple = (state.agent_position[0], state.agent_position[1], state.agent_direction)
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best_state = self.queue.get()
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if s_tuple not in already_visited:
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priority = self.evaluate(state)
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self.queue.put(PrioritizedItem(priority, state), priority)
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already_visited[s_tuple] = state
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return best_state.action_taken
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return best_state.getActionTaken()
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# do kosztu dokładam koszt starego stanu plus 1
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# def a_star(self,stateTree:StateTree, start: Tuple[int, int], goal: Tuple[int, int]):
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# frontier = PriorityQueue()
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