order_visualization #5
137
ForkliftAgent.py
137
ForkliftAgent.py
@ -1,8 +1,10 @@
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from copy import deepcopy
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from typing import Tuple, List
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from AgentBase import AgentBase
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from PatchAgent import PatchAgent
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from PatchType import PatchType
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from data.GameConstants import GameConstants
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from data.Item import Item
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from data.Order import Order
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from data.enum.Direction import Direction
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@ -16,7 +18,7 @@ from util.PathDefinitions import GridLocation, GridWithWeights
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class ForkliftAgent(AgentBase):
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def __init__(self, model, game_constants, client_delivery: PatchAgent, drop_off: PatchAgent,
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def __init__(self, model, game_constants: GameConstants, client_delivery: PatchAgent, drop_off: PatchAgent,
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graph: GridWithWeights):
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super().__init__(model)
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self.action_queue: List[Action] = []
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@ -28,11 +30,20 @@ class ForkliftAgent(AgentBase):
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self.drop_off: PatchAgent = drop_off
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self.graph = graph
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self.game_constants = game_constants
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self.current_order: Order = None
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self.current_item = None
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self.item_station_completed = False
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self.provided_items: List[Item] = []
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self.current_order_delivered_items: List[Item] = []
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self.ready_for_execution = False
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self.last_delviered_item = None
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self.current_item: Item = None
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self.current_order = None
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self.base: GridLocation = None
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self.goal: GridLocation = None
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def set_base(self, drop_off: PatchAgent):
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self.drop_off = drop_off
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self.base = self.drop_off.location
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self.goal = self.base
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def queue_movement_actions(self, movement_actions: List[Action]):
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self.action_queue.extend(movement_actions)
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@ -43,120 +54,94 @@ class ForkliftAgent(AgentBase):
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action_type = action.action_type
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if action_type == ActionType.ROTATE_UP:
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print("rotate {} --> {}".format(self.current_rotation, action_type))
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# print("rotate {} --> {}".format(self.current_rotation, action_type))
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self.current_rotation = Direction.top
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elif action_type == ActionType.ROTATE_RIGHT:
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print("rotate {} --> {}".format(self.current_rotation, action_type))
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# print("rotate {} --> {}".format(self.current_rotation, action_type))
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self.current_rotation = Direction.right
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elif action_type == ActionType.ROTATE_DOWN:
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print("rotate {} --> {}".format(self.current_rotation, action_type))
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# print("rotate {} --> {}".format(self.current_rotation, action_type))
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self.current_rotation = Direction.down
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elif action_type == ActionType.ROTATE_LEFT:
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print("rotate {} --> {}".format(self.current_rotation, action_type))
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# print("rotate {} --> {}".format(self.current_rotation, action_type))
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self.current_rotation = Direction.left
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elif action_type == ActionType.MOVE:
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if self.current_rotation == Direction.top:
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print("move {} --> {}".format(self.current_position, action_type))
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# print("move {} --> {}".format(self.current_position, action_type))
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self.current_position = (self.current_position[0], self.current_position[1] + 1)
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elif self.current_rotation == Direction.down:
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print("move {} --> {}".format(self.current_position, action_type))
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# print("move {} --> {}".format(self.current_position, action_type))
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self.current_position = (self.current_position[0], self.current_position[1] - 1)
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elif self.current_rotation == Direction.right:
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print("move {} --> {}".format(self.current_position, action_type))
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# print("move {} --> {}".format(self.current_position, action_type))
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self.current_position = (self.current_position[0] + 1, self.current_position[1])
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elif self.current_rotation == Direction.left:
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print("move {} --> {}".format(self.current_position, action_type))
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# print("move {} --> {}".format(self.current_position, action_type))
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self.current_position = (self.current_position[0] - 1, self.current_position[1])
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def plan_actions(self):
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if len(self.current_order.items) > 0:
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i = self.current_order.items.pop(0)
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if self.current_item is None:
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self.provided_items.clear()
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self.current_item = i
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print("PLAN MOVEMENT")
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# get item
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def step(self) -> None:
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if len(self.action_queue) > 0:
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self.move()
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elif self.ready_for_execution:
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if self.current_position != self.goal:
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pathFinder = PathFinderOnStates(
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self.game_constants,
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self.drop_off.location,
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PathFinderState(self.current_position,
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self.current_rotation,
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0,
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Action(ActionType.NONE),
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[])
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)
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actions = pathFinder.get_action_list()
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self.queue_movement_actions(actions)
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elif not self.item_station_completed:
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# go through station
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packing_station: GridLocation = None
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stations = dict(self.graph.packingStations)
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if i.real_type == ItemType.SHELF:
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packing_station = stations[PatchType.packingShelf]
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elif i.real_type == ItemType.REFRIGERATOR:
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packing_station = stations[PatchType.packingRefrigerator]
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elif i.real_type == ItemType.DOOR:
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packing_station = stations[PatchType.packingC]
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pathFinder = PathFinderOnStates(
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self.game_constants,
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packing_station,
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self.goal,
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PathFinderState(self.current_position,
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self.current_rotation,
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0,
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Action(
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desired_item=i,
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desired_item=None,
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action_type=ActionType.PICK_ITEM
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),
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[])
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)
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actions = pathFinder.get_action_list()
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self.queue_movement_actions(actions)
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self.item_station_completed = True
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else:
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# go to client delivery area
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pathFinder = PathFinderOnStates(
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self.game_constants,
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self.client_delivery.location,
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PathFinderState(self.current_position,
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self.current_rotation,
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0,
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Action(ActionType.NONE),
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[])
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)
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actions = pathFinder.get_action_list()
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self.queue_movement_actions(actions)
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self.queue_movement_actions(
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[Action(ActionType.DROP_ITEM)]
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)
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if self.current_order is not None and self.goal == self.base:
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self.current_item = self.current_order.items.pop(0)
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packing_station: GridLocation = None
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stations = dict(self.graph.packingStations)
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if self.current_item.real_type == ItemType.SHELF:
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packing_station = stations[PatchType.packingShelf]
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elif self.current_item.real_type == ItemType.REFRIGERATOR:
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packing_station = stations[PatchType.packingRefrigerator]
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elif self.current_item.real_type == ItemType.DOOR:
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packing_station = stations[PatchType.packingDoor]
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self.goal = packing_station
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elif self.goal in [i[1] for i in self.graph.packingStations]:
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self.goal = self.client_delivery.location
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elif self.goal == self.client_delivery.location:
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if self.current_order is not None and len(self.current_order.items) == 0:
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self.current_order_delivered_items.append(self.current_item)
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self.current_order.items = deepcopy(self.current_order_delivered_items)
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self.fulfilled_orders.append(self.current_order)
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self.current_item = None
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self.provided_items.append(self.current_item)
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self.item_station_completed = False
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def step(self) -> None:
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if len(self.action_queue) > 0:
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self.move()
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elif self.ready_for_execution and len(self.orderList) > 0:
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if (self.current_order is not None and len(self.current_order.items)) == 0:
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self.fulfilled_orders.append(self.current_order)
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self.current_order = None
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if self.current_order is None:
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self.current_order = self.orderList.pop(0)
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self.goal = self.base
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else:
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self.current_order_delivered_items.append(self.current_item)
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self.goal = self.base
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self.current_item = None
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self.plan_actions()
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elif self.goal == self.base and self.current_order is None:
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self.current_order_delivered_items.clear()
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self.current_order = self.orderList.pop(0)
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def creation_log(self):
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print("Created Forklift Agent [id: {}]".format(self.unique_id))
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91
GameModel.py
91
GameModel.py
@ -9,6 +9,7 @@ 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 ItemDisplayAgent import ItemDisplayAgent
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from PatchAgent import PatchAgent
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from PatchType import PatchType
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from PictureVisualizationAgent import PictureVisualizationAgent
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@ -36,7 +37,9 @@ class Phase(Enum):
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class GameModel(Model):
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def __init__(self, width, height, graph: GridWithWeights, items: int, orders: int, classificator):
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def __init__(self, width, height, graph: GridWithWeights, items: int, orders: int, classificator,
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item_display_pos: List[GridLocation]):
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# self.num_agents = 5
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self.first = True
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self.item_recognised = False
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@ -44,10 +47,12 @@ class GameModel(Model):
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self.grid = MultiGrid(height, width, True)
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self.schedule = RandomActivation(self)
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self.current_item_recognition = None
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self.current_item = None
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self.client_delivery: PatchAgent = None
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self.drop_off: PatchAgent = None
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self.graph = graph
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self.cut_orders : List[Order] = []
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self.game_constants = GameConstants(
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width,
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@ -68,15 +73,16 @@ 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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self.item_display_agents: List[ItemDisplayAgent] = []
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# INITIALIZATION #
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print("############## INITIALIZATION ##############")
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self.phase = Phase.INIT
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self.initialize_grid(graph)
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self.initialize_grid(graph, item_display_pos)
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self.orderList: List[Order] = InitialStateFactory.generate_order_list(orders)
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self.fulfilled_orders: List[Order] = []
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self.forklift_agent.orderList = self.orderList
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self.forklift_agent.fulfilled_orders = self.fulfilled_orders
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self.forklift_agent.set_base(self.drop_off)
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self.classificator = classificator
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print("############## RECOGNISE ITEMS ##############")
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@ -85,6 +91,8 @@ class GameModel(Model):
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self.items_for_recognization = copy.deepcopy(self.provided_items)
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self.recognised_items: List[Item] = []
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self.current_order_delivered_items = self.forklift_agent.current_order_delivered_items
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print("Relocate forklift agent to loading area for item recognition")
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pathFinder = PathFinderOnStates(
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@ -98,8 +106,9 @@ class GameModel(Model):
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print("PATHFINDING")
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print(actions)
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self.forklift_agent.queue_movement_actions(actions)
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self.current_order = self.forklift_agent.current_order
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def initialize_grid(self, graph: GridWithWeights):
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def initialize_grid(self, graph: GridWithWeights, item_display_pos):
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print("INITIALIZING GRID")
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# Add the agent to a random grid cell
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x = 5
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@ -120,6 +129,7 @@ class GameModel(Model):
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self.place_walls_agents(graph.walls)
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self.place_puddles(graph.puddles)
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self.place_packing_stations(graph.packingStations)
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self.place_order_items_display(item_display_pos)
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def place_dividers(self):
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for i in range(0, 10):
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@ -160,10 +170,24 @@ class GameModel(Model):
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self.agents.append(agent)
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self.grid.place_agent(agent, p[1])
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def place_order_items_display(self, item_positions: List[GridLocation]):
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for p in item_positions:
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agent = ItemDisplayAgent(self, p)
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self.item_display_agents.append(agent)
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self.grid.place_agent(agent, p)
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def update_item_display(self):
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self.current_item = self.forklift_agent.current_item
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for i in range(4):
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self.item_display_agents[i].image = None
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if len(self.forklift_agent.current_order_delivered_items) > i:
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self.item_display_agents[i].image = self.forklift_agent.current_order_delivered_items[i].image
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def step(self):
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self.schedule.step()
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self.grid.remove_agent(self.forklift_agent)
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self.grid.place_agent(self.forklift_agent, self.forklift_agent.current_position)
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self.update_item_display()
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if self.phase == Phase.ITEM_RECOGNITION:
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if not self.item_recognised and self.forklift_agent.current_position == self.drop_off.location:
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@ -200,15 +224,70 @@ class GameModel(Model):
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# print("ORDER {}, PRIO: {}".format(new_orders[i].id, new_orders[i].priority))
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self.orderList = new_orders
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self.count_recognised_items()
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self.sort_orders()
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self.forklift_agent.orderList = self.orderList
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print("FINISHED CLIENT ORDER SORTING")
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self.phase = Phase.EXECUTION
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if self.phase == Phase.EXECUTION:
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print("Execution")
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self.current_order = self.forklift_agent.current_order
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pass
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# print("Execution")
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def sort_orders(self):
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orders_to_fill: [Order] = []
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cut_orders: [Order] = []
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for i in range(len(self.orderList)):
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o: Order = self.orderList[i]
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refrige = self.count_item_type(o, ItemType.REFRIGERATOR)
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shelf = self.count_item_type(o, ItemType.SHELF)
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door = self.count_item_type(o, ItemType.DOOR)
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if self.count_shelf - shelf >= 0 and self.count_refrige - refrige >= 0 and self.count_door - door >= 0:
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self.count_shelf -= shelf
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self.count_door -= door
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self.count_refrige -= refrige
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orders_to_fill.append(o)
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else:
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cut_orders.append(o)
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self.cut_orders = cut_orders
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self.orderList = orders_to_fill
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self.forklift_agent.orderList = orders_to_fill
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def count_item_type(self, o: Order, itemType: ItemType) -> int:
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res = 0
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for i in range(len(o.items)):
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it: Item = o.items[i]
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if it.guessed_type == itemType:
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res += 1
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return res
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def count_recognised_items(self):
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count_refrige: int = 0
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count_door: int = 0
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count_shelf: int = 0
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for i in range(len(self.recognised_items)):
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item: Item = self.recognised_items[i]
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if item.guessed_type == ItemType.DOOR:
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count_door += 1
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elif item.guessed_type == ItemType.SHELF:
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count_shelf += 1
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else:
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count_refrige += 1
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self.count_door = count_door
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self.count_shelf = count_shelf
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self.count_refrige = count_refrige
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def recognise_item(self, item: Item):
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# TODO IMAGE PROCESSING
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val = image_classification(self.picture_visualization.img, self.classificator)
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print("VAL: {}".format(val))
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|
@ -5,6 +5,7 @@ from data.Order import Order
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from data.enum.ItemType import ItemType
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from data.enum.Priority import Priority
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from util.ClientParamsFactory import ClientParamsFactory
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from util.PathByEnum import PathByEnum
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class InitialStateFactory:
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@ -83,4 +84,6 @@ class InitialStateFactory:
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@staticmethod
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def __generate_item() -> Item:
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randomly_picked_type = random.choice(list(ItemType))
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return Item(randomly_picked_type)
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item = Item(randomly_picked_type, PathByEnum.get_random_path(randomly_picked_type))
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item.guessed_type = item.real_type
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return item
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|
10
ItemDisplayAgent.py
Normal file
10
ItemDisplayAgent.py
Normal file
@ -0,0 +1,10 @@
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from PatchAgent import PatchAgent
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from PatchType import PatchType
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from util.PathDefinitions import GridLocation
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class ItemDisplayAgent(PatchAgent):
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def __init__(self, model, location: GridLocation):
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self.image = None
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super().__init__(model, location, patch_type=PatchType.itemDisplay)
|
@ -11,3 +11,4 @@ class PatchType(enum.Enum):
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packingRefrigerator = 7
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packingDoor = 8
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divider = 9
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itemDisplay = 10
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|
@ -6,9 +6,10 @@ from data.enum.ItemType import ItemType
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class Item:
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id_counter = count(start=0)
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def __init__(self, item_type: ItemType):
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def __init__(self, item_type: ItemType, image):
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self.id = next(self.id_counter)
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self.real_type = item_type
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self.image = image
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self.guessed_type = None
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def __repr__(self) -> str:
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|
112
main.py
112
main.py
@ -1,24 +1,20 @@
|
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import math
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import random
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from mesa.visualization.ModularVisualization import ModularServer
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from mesa.visualization.modules import CanvasGrid
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from tensorflow import keras
|
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|
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from ForkliftAgent import ForkliftAgent
|
||||
from GameModel import GameModel
|
||||
from InitialStateFactory import InitialStateFactory
|
||||
from ItemDisplayAgent import ItemDisplayAgent
|
||||
from PatchAgent import PatchAgent
|
||||
from PatchType import PatchType
|
||||
from PictureVisualizationAgent import PictureVisualizationAgent
|
||||
from data.Order import Order
|
||||
from data.enum.Direction import Direction
|
||||
from tensorflow import keras
|
||||
|
||||
from data.enum.Priority import Priority
|
||||
from genetic_order.GeneticOrder import GeneticOrder
|
||||
from util.PathDefinitions import GridWithWeights
|
||||
from visualization.DisplayAttributeElement import DisplayAttributeElement
|
||||
from visualization.DisplayItemListAttribute import DisplayItemListAttributeElement
|
||||
from visualization.DisplayOrder import DisplayOrder
|
||||
from visualization.DisplayOrderList import DisplayOrderList
|
||||
|
||||
colors = [
|
||||
@ -39,7 +35,7 @@ def agent_portrayal(agent):
|
||||
elif agent.current_rotation == Direction.left:
|
||||
shape = "img/image_left.png"
|
||||
|
||||
portrayal = {"Shape": shape, "scale": 1.0, "Layer": 0}
|
||||
portrayal = {"Shape": shape, "scale": 1.0, "Layer": 2}
|
||||
|
||||
if isinstance(agent, PatchAgent):
|
||||
color = colors[0]
|
||||
@ -52,11 +48,11 @@ def agent_portrayal(agent):
|
||||
elif agent.patch_type == PatchType.diffTerrain:
|
||||
portrayal = {"Shape": "img/puddle.png", "scale": 1.0, "Layer": 0}
|
||||
elif agent.patch_type == PatchType.packingShelf:
|
||||
portrayal = {"Shape": "img/shelf_s.jpg", "scale": 1.0, "Layer": 0}
|
||||
portrayal = {"Shape": "img/shelf_s.jpg", "scale": 1.0, "Layer": 1}
|
||||
elif agent.patch_type == PatchType.packingRefrigerator:
|
||||
portrayal = {"Shape": "img/fridge_f.jpg", "scale": 1.0, "Layer": 0}
|
||||
portrayal = {"Shape": "img/fridge_f.jpg", "scale": 1.0, "Layer": 1}
|
||||
elif agent.patch_type == PatchType.packingDoor:
|
||||
portrayal = {"Shape": "img/door_d.jpg", "scale": 1.0, "Layer": 0}
|
||||
portrayal = {"Shape": "img/door_d.jpg", "scale": 1.0, "Layer": 1}
|
||||
|
||||
elif agent.patch_type == PatchType.divider:
|
||||
portrayal = \
|
||||
@ -78,6 +74,18 @@ def agent_portrayal(agent):
|
||||
if isinstance(agent, PictureVisualizationAgent):
|
||||
portrayal = {"Shape": f"{agent.img}", "scale": 3.0, "Layer": 0}
|
||||
|
||||
if isinstance(agent, ItemDisplayAgent):
|
||||
if agent is not None and agent.image is not None:
|
||||
portrayal = {"Shape": f"{agent.image}", "scale": 1.0, "Layer": 0}
|
||||
else:
|
||||
portrayal = \
|
||||
{"Shape": "rect",
|
||||
"Filled": "true",
|
||||
"Layer": 0,
|
||||
"Color": "black",
|
||||
"w": 1,
|
||||
"h": 1}
|
||||
|
||||
return portrayal
|
||||
|
||||
|
||||
@ -88,88 +96,32 @@ if __name__ == '__main__':
|
||||
scale = base / gridWidth
|
||||
|
||||
diagram = GridWithWeights(gridWidth, gridHeight)
|
||||
diagram.walls = [(6, 5), (6, 6), (6, 7), (6, 8), (2, 3), (2, 4), (3, 4), (4, 4), (6, 4)]
|
||||
diagram.puddles = [(2, 2), (2, 5), (2, 6), (5, 4)]
|
||||
diagram.packingStations = [(PatchType.packingShelf, (4, 8)), (PatchType.packingRefrigerator, (4, 6)), (PatchType.packingDoor, (4, 2))]
|
||||
diagram.walls = [(6, 5), (6, 6), (6, 7), (6, 8), (2, 3), (2, 4), (2, 6), (4, 7), (3, 4), (4, 4), (6, 4)]
|
||||
diagram.puddles = [(2, 2), (2, 5), (5, 4), (4, 8), (4, 6), (4, 2)]
|
||||
diagram.packingStations = [(PatchType.packingShelf, (4, 8)), (PatchType.packingRefrigerator, (4, 6)),
|
||||
(PatchType.packingDoor, (4, 2))]
|
||||
|
||||
grid = CanvasGrid(agent_portrayal, gridWidth, gridHeight, scale * gridWidth, scale * gridHeight)
|
||||
|
||||
display_items = [(6, 11), (7, 11), (8, 11), (9, 11)]
|
||||
|
||||
readyText = DisplayAttributeElement("phase")
|
||||
# current_item = DisplayPictureElement("current_item_recognition")
|
||||
provided_itesm = DisplayItemListAttributeElement("provided_items")
|
||||
recognised_items = DisplayItemListAttributeElement("recognised_items")
|
||||
current_order = DisplayOrder("current_order")
|
||||
current_item = DisplayAttributeElement("current_item")
|
||||
ordersText = DisplayOrderList("orderList")
|
||||
fulfilled_orders = DisplayOrderList("fulfilled_orders")
|
||||
cut_orders = DisplayOrderList("cut_orders") # MTR!
|
||||
|
||||
model = keras.models.load_model("imageClasification/my_model")
|
||||
|
||||
server = ModularServer(GameModel,
|
||||
[grid, readyText, provided_itesm, recognised_items, ordersText,
|
||||
fulfilled_orders],
|
||||
[grid, readyText, current_item, current_order, fulfilled_orders, ordersText, provided_itesm,
|
||||
recognised_items, cut_orders],
|
||||
"Automatyczny Wózek Widłowy",
|
||||
dict(width=gridHeight, height=gridWidth, graph=diagram, items=50, orders=20, classificator=model))
|
||||
|
||||
# def order_rule(order: Order):
|
||||
# return order.id
|
||||
#
|
||||
#
|
||||
# punish_low = 500
|
||||
# punish_med = 300
|
||||
# def sum_wrong(member: [Order]) -> int:
|
||||
# last_high = 0
|
||||
# last_med = 0
|
||||
#
|
||||
# sum_high = 0
|
||||
# sum_med = 0
|
||||
# sum_low = 0
|
||||
#
|
||||
# counter = 0
|
||||
#
|
||||
# for i in range(len(member)):
|
||||
# o: Order = member[i]
|
||||
# if o.priority == Priority.HIGH :
|
||||
# sum_high += 1
|
||||
# last_high = i
|
||||
# elif o.priority == Priority.MEDIUM:
|
||||
# sum_med += 1
|
||||
# last_med = i
|
||||
# else:
|
||||
# sum_low += 1
|
||||
#
|
||||
# for i in range(last_high):
|
||||
# o: Order = member[i]
|
||||
# if o.priority == Priority.MEDIUM:
|
||||
# counter += punish_med
|
||||
# elif o.priority == Priority.LOW:
|
||||
# counter += punish_low
|
||||
#
|
||||
# for i in range(last_med):
|
||||
# o: Order = member[i]
|
||||
# if o.priority == Priority.LOW:
|
||||
# counter += punish_low
|
||||
#
|
||||
# print("sum: high:", sum_high, "med:", sum_med, "low:", sum_low)
|
||||
# print("last_high:", last_high, "last_med:", last_med, "sum:", counter)
|
||||
# return counter
|
||||
#
|
||||
# orders = InitialStateFactory.generate_order_list_XD(20)
|
||||
# test: GeneticOrder = GeneticOrder(orders)
|
||||
# punish_low = test.punish_low
|
||||
# punish_med = test.punish_med
|
||||
#
|
||||
# print("SIEMA before: ")
|
||||
# sum_wrong(orders)
|
||||
# for i in orders:
|
||||
# print("id:", i.id, "priority:", i.priority, "sum/time:", i.sum/i.time)
|
||||
# # print("id:", i.id, "priority:", i.priority)
|
||||
#
|
||||
# newOrders = test.get_orders_sorted(orders)
|
||||
#
|
||||
# print("NAURA after:")
|
||||
# sum_wrong(newOrders)
|
||||
# for i in newOrders:
|
||||
# print("id:", i.id, "priority:", i.priority, "sum/time:", i.sum/i.time)
|
||||
# # print("id:", i.id, "priority:", i.priority)
|
||||
dict(width=gridHeight, height=gridWidth, graph=diagram, items=60, orders=20,
|
||||
classificator=model, item_display_pos=display_items))
|
||||
|
||||
server.port = 8888
|
||||
server.launch()
|
||||
|
@ -57,7 +57,7 @@ class PathFinderOnStates:
|
||||
|
||||
if action == action.action_type.MOVE:
|
||||
if curr_state.agent_position in self.game_constants.diffTerrain:
|
||||
cost = curr_state.cost + 20
|
||||
cost = curr_state.cost + 45
|
||||
# tutaj koszt kaluzy
|
||||
else:
|
||||
cost = curr_state.cost + 1
|
||||
|
46
visualization/DisplayOrder.py
Normal file
46
visualization/DisplayOrder.py
Normal file
@ -0,0 +1,46 @@
|
||||
from collections import Counter
|
||||
from typing import List
|
||||
|
||||
from mesa.visualization.modules import TextElement
|
||||
|
||||
from data.Order import Order
|
||||
|
||||
|
||||
class DisplayOrder(TextElement):
|
||||
def __init__(self, attr_name):
|
||||
'''
|
||||
Create a new text attribute element.
|
||||
|
||||
Args:
|
||||
attr_name: The name of the attribute to extract from the model.
|
||||
|
||||
Example return: "happy: 10"
|
||||
'''
|
||||
self.attr_name = attr_name
|
||||
|
||||
def render(self, model):
|
||||
val = getattr(model, self.attr_name)
|
||||
res = self.attr_name
|
||||
if val is not None:
|
||||
o = val
|
||||
itemList = map(lambda x: x.real_type, o.items)
|
||||
itemCounter = Counter(itemList)
|
||||
|
||||
item_str = "<ul>"
|
||||
for e in itemCounter:
|
||||
key = e
|
||||
val = itemCounter[key]
|
||||
|
||||
# key_str = ""
|
||||
# if key == ItemType.DOOR:
|
||||
# key_str = "Door"
|
||||
# elif key == ItemType.SHELF:
|
||||
# key_str = "Shelf"
|
||||
|
||||
item_str += f"<li>{str(key)}:{str(val)}</li>"
|
||||
|
||||
item_str += "</ul>"
|
||||
|
||||
res += f"<li> items: {item_str} priority: {o.priority} <br> Client: {vars(o.client_params)} </li>"
|
||||
|
||||
return res
|
@ -4,7 +4,6 @@ from typing import List
|
||||
from mesa.visualization.modules import TextElement
|
||||
|
||||
from data.Order import Order
|
||||
from data.enum.ItemType import ItemType
|
||||
|
||||
|
||||
class DisplayOrderList(TextElement):
|
||||
@ -21,7 +20,8 @@ class DisplayOrderList(TextElement):
|
||||
|
||||
def render(self, model):
|
||||
val = getattr(model, self.attr_name)
|
||||
|
||||
res = ""
|
||||
if val is not None:
|
||||
orderList: List[Order] = val
|
||||
|
||||
res = self.attr_name + ": <ol>"
|
||||
|
Loading…
Reference in New Issue
Block a user