added basic agent logic

This commit is contained in:
Vadzim Valchkovich 2023-03-31 00:48:17 +02:00
parent 263ae113d4
commit ba4e586aca
12 changed files with 232 additions and 23 deletions

59
.gitignore vendored Normal file
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# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
# C extensions
*.so
# Distribution / packaging
bin/
build/
develop-eggs/
dist/
eggs/
lib/
lib64/
parts/
sdist/
var/
*.egg-info/
.installed.cfg
*.egg
# Installer logs
pip-log.txt
pip-delete-this-directory.txt
# Unit test / coverage reports
.tox/
.coverage
.cache
nosetests.xml
coverage.xml
# Translations
*.mo
# Mr Developer
.mr.developer.cfg
.project
.pydevproject
# Rope
.ropeproject
# Django stuff:
*.log
*.pot
# Sphinx documentation
docs/_build/
# vscode
.vscode
# Pipfiles
Pipfile
Pipfile.lock

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54
main.py
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@ -1,6 +1,10 @@
import pygame import pygame
import random import random
from models.Kitchen import Kitchen
from models.Table import Table
from models.Waiter import Waiter
pygame.init() pygame.init()
@ -22,17 +26,15 @@ for i in range(num_squares):
squares.append(row) squares.append(row)
roles = ["kuchnia", "stół", "zamowienie", "czeka", "wykonane", "kelner"] tables = [
images = {} Table(square_size, screen_size, 2, 4),
roles_rect = {} Table(square_size, screen_size, 6, 5),
Table(square_size, screen_size, 4, 2),
for role in roles: Table(square_size, screen_size, 5, 6),
images[role] = pygame.transform.scale(pygame.image.load( Table(square_size, screen_size, 4, 4),
'images/{0}.png'.format(role)), (square_size, square_size)) ]
left = random.randint(0, num_squares - 1) * square_size kitchen = Kitchen(square_size, screen_size, 0, 0)
top = random.randint(0, num_squares - 1) * square_size waiter = Waiter(square_size, screen_size, 0, 0)
roles_rect[role] = pygame.Rect(left, top, square_size, square_size)
running = True running = True
while running: while running:
@ -41,19 +43,17 @@ while running:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP: if event.key == pygame.K_UP:
if roles_rect["kelner"].top > 0: waiter.up()
roles_rect["kelner"].top -= square_size
elif event.key == pygame.K_DOWN: elif event.key == pygame.K_DOWN:
if roles_rect["kelner"].bottom < screen_size[1]: waiter.down()
roles_rect["kelner"].top += square_size
elif event.key == pygame.K_LEFT: elif event.key == pygame.K_LEFT:
if roles_rect["kelner"].left > 0: waiter.left()
roles_rect["kelner"].left -= square_size
elif event.key == pygame.K_RIGHT: elif event.key == pygame.K_RIGHT:
if roles_rect["kelner"].right < screen_size[0]: waiter.right()
roles_rect["kelner"].left += square_size elif event.key == pygame.K_ESCAPE:
for table in tables:
table.new_order()
screen.fill((255, 255, 255)) screen.fill((255, 255, 255))
@ -61,8 +61,16 @@ while running:
for square_rect in row: for square_rect in row:
pygame.draw.rect(screen, (0, 0, 0), square_rect, 1) pygame.draw.rect(screen, (0, 0, 0), square_rect, 1)
for role in roles: for table in tables:
pygame.draw.rect(screen, (0, 0, 0), roles_rect[role]) table.blit(screen)
screen.blit(images[role], roles_rect[role]) kitchen.blit(screen)
waiter.blit(screen)
for table in tables:
if table.collision(waiter):
waiter.do_smth(table)
if kitchen.collision(waiter):
kitchen.take_orders(waiter)
pygame.display.flip() pygame.display.flip()

18
models/Kitchen.py Normal file
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import pygame
from models.Object import Object
from models.Waiter import Waiter
class Kitchen(Object):
def __init__(self, square_size, screen_size, left_square, top_square):
super().__init__(
'kitchen',
square_size,
screen_size,
left_square,
top_square
)
def take_orders(self, waiter: Waiter):
for table in waiter.get_order_list():
table.done_order()

39
models/Object.py Normal file
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import pygame
class Object:
def __init__(self, role, square_size, screen_size, left_square, top_square):
self.role = role
self.image = pygame.transform.scale(pygame.image.load(
'images/{0}.png'.format(role)), (square_size, square_size))
self.square_size = square_size
self.screen_size = screen_size
left = left_square * square_size
top = top_square * square_size
self.rect = pygame.Rect(left, top, square_size, square_size)
def up(self):
if self.rect.top > 0:
self.rect.top -= self.square_size
def down(self):
if self.rect.bottom < self.screen_size[1]:
self.rect.top += self.square_size
def left(self):
if self.rect.left > 0:
self.rect.left -= self.square_size
def right(self):
if self.rect.right < self.screen_size[0]:
self.rect.left += self.square_size
def blit(self, screen):
screen.blit(self.image, self.rect)
def collision(self, obj):
x = self.rect.left == obj.rect.left
y = self.rect.top == obj.rect.top
return x and y

41
models/Table.py Normal file
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import pygame
from models.Object import Object
class Table(Object):
def __init__(self, square_size, screen_size, left_square, top_square):
super().__init__(
'table',
square_size,
screen_size,
left_square,
top_square
)
self.state = 'table'
def new_order(self):
self.state = 'order'
self.update_pic()
def wait_order(self):
self.state = 'wait'
self.update_pic()
def done_order(self):
self.state = 'done'
self.update_pic()
def reset_order(self):
self.state = 'table'
self.update_pic()
def is_order(self) -> bool:
return self.state == 'order'
def is_done(self) -> bool:
return self.state == 'done'
def update_pic(self):
self.image = pygame.transform.scale(pygame.image.load(
'images/{0}.png'.format(self.state)), (self.square_size, self.square_size))

44
models/Waiter.py Normal file
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import pygame
from models.Object import Object
from models.Table import Table
class Waiter(Object):
def __init__(self, square_size, screen_size, left_square, top_square):
super().__init__(
'waiter',
square_size,
screen_size,
left_square,
top_square
)
self.orders_limit = 3
self.orders_list = []
def do_smth(self, table: Table):
if table.is_order():
self.take_order(table)
elif table.is_done():
self.deliver_order(table)
def take_order(self, table: Table):
if self.orders_limit <= 0:
return
if not table.is_order():
return
self.orders_limit -= 1
self.orders_list.append(table)
table.wait_order()
def deliver_order(self, table: Table):
if table.is_done() and table in self.orders_list:
self.orders_limit += 1
self.orders_list.remove(table)
table.reset_order()
def get_order_list(self) -> list[Table]:
return self.orders_list