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