automatyczny_kelner/src/Engine.py

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import time
import pygame
from .obj.Goal import Goal
from .obj.Object import Object
from .obj.Waiter import Waiter
from .obj.Kitchen import Kitchen
from .UserController import UserController
from .StateController import StateController
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from .decisionTree.TreeConcept import TreeEngine
from queue import PriorityQueue
class Engine:
def __init__(self, screen_size, square_size, kitchen: Kitchen, user: UserController, state: StateController):
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pygame.display.set_caption('Waiter Agent')
self.action_clock = 0
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self.tree = TreeEngine()
self.kitchen: Kitchen = kitchen
self.user: Waiter = user
self.state: StateController = state
self.screen_size: list[int] = screen_size
self.screen = pygame.display.set_mode(self.screen_size)
self.square_size: int = square_size
self.num_squares = self.screen_size[0] // self.square_size
self.squares = self.__init_squares_field__(
self.num_squares, self.square_size)
self.objects: list[Object] = []
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self.goals: list = []
self.runnin: bool = False
def __init_squares_field__(self, num_squares, square_size):
squares = []
for i in range(num_squares):
row = []
for j in range(num_squares):
square_rect = pygame.Rect(
j * square_size, i * square_size,
square_size, square_size)
row.append(square_rect)
squares.append(row)
return squares
def subscribe(self, object: Object):
self.objects.append(object)
def loop(self):
self.running = True
while self.running:
self.action()
self.redraw()
def quit(self):
self.running = False
def action(self):
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if not self.state.path:
if self.goals:
self.state.graphsearch(self)
self.user.handler(self)
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self.predict()
else:
# went path
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state = self.user.obj.changeState(self.state.path.pop())
self.clock_increment(state.cost)
print("Action:\t{0}\tCost:\t{1}\tCost so far: {2}\tBattery: {3}".format(
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state.agent_role,
state.cost,
state.cost_so_far,
self.user.obj.battery)
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)
# waiter interaction
for o in self.objects:
if self.user.obj.chechNeighbor(o):
o.updateState(self.action_clock)
if o.compare_pos(self.user.obj.position):
o.action(self.user.obj, self.action_clock)
if self.kitchen.compare_pos(self.user.obj.position):
self.kitchen.action(self.user.obj, self.action_clock)
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time.sleep(0.5)
def clock_increment(self, action_time):
self.action_clock += action_time
def redraw(self):
self.screen.fill((255, 255, 255))
for row in self.squares:
for square_rect in row:
pygame.draw.rect(self.screen, (0, 0, 0), square_rect, 1)
for o in self.objects:
o.blit(self.screen)
self.kitchen.blit(self.screen)
self.user.obj.blit(self.screen)
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for f in self.state.fringe.queue:
f.blit(self.screen)
for s in self.state.path:
s.blit(self.screen)
if self.goals:
self.goals[-1].blit(self.screen)
pygame.display.flip()
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def appendGoalPosition(self, position):
self.goals.append(Goal(position, self.square_size, self.screen_size))
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def predict(self):
goal_queue = PriorityQueue()
for o in self.objects:
condition = o.agent_role in [
"table",
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"order",
"wait",
"done"
]
if not condition or o.compare_pos(self.user.obj.position):
continue
medium_dist = (self.screen_size[0] // self.square_size) // 2
dataset = [
# battery
self.user.obj.battery_status(),
# high | low |
# distance between kitchen and object
0 if o.distance_to(self.kitchen.position) > medium_dist else 1,
# far | close |
# mood 
o.get_mood(self.action_clock),
# undefined | good | bad |
# basket is empty
1 if self.user.obj.basket_is_empty() else 0,
# yes | no |
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# dish is ready
1 if o.dish_is_ready(self.action_clock) else 0,
# yes | no |
# dish in basket
1 if self.user.obj.dish_in_basket(o) else 0,
# yes | no |
# status
o.get_state_number(),
# empty | new order | waiting for dish | have a dish |
# is actual
1 if o.isActual() else 0,
# yes | no |
]
p = self.tree.make_predict(dataset)
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goal_queue.put((p, o.position))
if goal_queue.queue:
priority, goal = goal_queue.queue[0]
if priority == 2:
self.appendGoalPosition(self.kitchen.position)
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else:
self.appendGoalPosition(goal)