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road.py
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"""
Данный класс представляет собой автомобильную многополосную дорогу. Данный класс отвечает
за добавление новых авто на дорогу, обновление координат, скорости тех авто, что уже на дороге,
и непосредственно отрисовку дороги и автомобилей.
"""
import pygame
import random
import time
import queue
import matplotlib.pyplot as plt
import numpy as np
import multiprocessing as mp
import os
import car
import speed_manager
#----colors----
background_color = (0, 150, 10)
cars_colors = [(200, 10, 10),
(255, 255, 0),
(240, 140, 10),
(55, 50, 132)]
black = (0, 0, 0)
blue = (20, 20, 200)
buff = (200, 180, 180)
#--------------
"""
Все константы это блока взяты из статистических данных.
"""
#----cars sizes----
cars_sizes = [18, 15, 36, 54] #[6m, 5m, 12m, 18m]
#------------------
#----accelerations vs decelerations----
accelerations = [7.5, 4.5, 3.6, 2.1]
decelerations = [13.5, 12.0, 12.0, 12.0]
#--------------------------------------
#----cars production----
time_intervals = [[4.0, 2.5, 2.5], [4.0, 1.5, 1.5]]
total_cars_number = [[[200, 200], [720, 80], [720, 80]],
[[200, 200], [900, 100], [900, 100]],
[[200, 200], [720, 80], [720, 80]]]
#-----------------------
#----max_speeds----
max_speeds = [100.0, 95.0, 85.0, 90.0]
#------------------
#----delta time----
delta_time_for_hour = [900.0, 1800.0, 900.0]
#------------------
def draw_text(text, coords, screen):
font = pygame.font.Font(None, 20)
text_to_draw = font.render(text, 1, (255, 255, 255))
screen.blit(text_to_draw, coords)
class Road:
def __init__(self, updater, width, height, adaptive_top_speed, on_ramp_start, on_ramp_end):
self.updater = updater
self.scr_size = (1290, height)
self.width = width
self.height = height
self.avg_time = 0.0
self.sd_time = 0.0
self.avg_consumption = 0.0
self.sd_consumption = 0.0
self.avg_emissions = 0.0
self.sd_emissions = 0.0
self.adaptive_top_speed = adaptive_top_speed
self.on_ramp_start = on_ramp_start
self.on_ramp_end = on_ramp_end
def produce_car(self, prev_car_time, hour, lane, cars_number, cars, pygame_cars_list,
cars_queue, last_car):
# ----cars production----
time_interval = Road.time_intervals[hour][lane][Road.production_times[lane]]
if (time.time() - prev_car_time[lane] > time_interval):
A_B_type_probability = (1.0 * total_cars_number[hour][lane][0]
/ (total_cars_number[hour][lane][0] + total_cars_number[hour][lane][1]))
A_B = np.random.binomial(1, 1.0 - A_B_type_probability)
first_or_second = np.random.binomial(1, 0.5)
car_type = 2 * A_B + first_or_second
startX = -cars_sizes[car_type]
if (lane == 0):
startX += self.on_ramp_start
cars[lane].append(car.Car(startX, self.height / 2 - 25 * lane + 35,
lane, max_speeds[car_type], accelerations[car_type], decelerations[car_type],
cars_sizes[car_type], 6, None, None, self.adaptive_top_speed, cars_colors[car_type], car_type))
if (last_car[lane] == None):
last_car[lane] = cars[lane][-1]
pygame_cars_list[lane].add(last_car[lane])
else:
cars_queue[lane].put(cars[lane][-1])
cars_number[hour][lane][A_B] += 1
prev_car_time[lane] = time.time()
Road.production_times[lane] += 1
# -----------------------
def add_car_on_road(self, cars_queue, lane, last_car, pygame_cars_list):
# ----cars adding----
dist = 25.0
if (lane == 0):
dist += self.on_ramp_start
if (not cars_queue[lane].empty() and last_car[lane].rect.x > dist):
new_car = cars_queue[lane].get()
last_car[lane] = new_car
new_car.find_next(pygame_cars_list)
pygame_cars_list[lane].add(new_car)
# -------------------
def draw(self, full_road, pygame_cars_list, screen, knob, ratio, track, pygame_clock):
# ----drawing----
full_road.fill(background_color)
pygame.draw.rect(full_road, (80, 80, 80), [0, self.height / 2 - 25, self.width, 50])
for i in range(int(self.width / 15) + 5):
pygame.draw.rect(full_road, (230, 230, 230), [15 * i, self.height / 2 - 1, 5, 2])
pygame.draw.rect(full_road, (50, 50, 50), [self.on_ramp_start, self.height / 2 + 25,
self.on_ramp_end - self.on_ramp_start, 25])
pygame.draw.polygon(full_road, (50, 50, 50), [(self.on_ramp_end, self.height / 2 + 25),
(self.on_ramp_end, self.height / 2 + 50), (self.on_ramp_end + 100,
self.height / 2 + 25)])
for i in range (car.Car.sections_number):
draw_text(str(car.Car.sections[i].max_speed[1]), (i * car.Car.each_section_length + 2,
full_road.get_height() / 2 - 50), full_road)
draw_text(str(car.Car.sections[i].max_speed[2]), (i * car.Car.each_section_length + 2,
full_road.get_height() / 2 - 80), full_road)
for i in range(3):
pygame_cars_list[i].draw(full_road)
screen.blit(full_road, ((knob.left / ratio) * -1 , 0))
pygame.draw.rect(screen, buff, track, 0)
pygame.draw.rect(screen, blue, knob.inflate(0, -5), 2)
pygame.display.update()
pygame_clock.tick(20)
# ---------------
def run(self):
pygame.init()
pygame_clock = pygame.time.Clock()
screen = pygame.display.set_mode(self.scr_size)
screen_rect = screen.get_rect()
full_road = pygame.Surface((self.width, self.height))
pygame.display.set_caption('Road')
# ----scrolling----
ratio = (1.0 * screen_rect.width) / full_road.get_width()
scroll_thick = 20
track = pygame.Rect(screen_rect.left, screen_rect.bottom
- scroll_thick, screen_rect.width, scroll_thick)
knob = pygame.Rect(track)
knob.width = track.width * ratio
scrolling = False
# -----------------
# ----cars----
cars_number = [[[0, 0], [0, 0], [0, 0]],
[[0, 0], [0, 0], [0, 0]],
[[0, 0], [0, 0], [0, 0]]]
cars = [[],[], []]
pygame_cars_list = [pygame.sprite.Group(), pygame.sprite.Group(), pygame.sprite.Group()]
running_process = True
prev_car_time = [time.time(), time.time(), time.time()]
cur_time = time.time()
cars_queue = [queue.Queue(), queue.Queue(), queue.Queue()]
last_car = [None, None, None]
# ------------
#----timing----
hour = 0
start_time = time.time()
#--------------
"""
В каждый момент времени в этом цикле выполняются при возможности несколько действий:
1. Обнавляются значения знаков ограничения скорости на каждом из отрезков дороги.
2. Добавляются новые авто в начало дороги.
3. Обрабатываются действия пользователя(нажатие каких-то клавиш, закрытие окна).
4. Выполняется отрисовка дороги, автомобилей.
"""
while running_process:
#----update hour----
if (hour < 3 and time.time() - start_time > delta_time_for_hour[hour]):
hour += 1
start_time = time.time()
#-------------------
# ----updating max speeds on sections----
self.updater.update_speeds(pygame_cars_list)
# ---------------------------------------
car.Car.delta_time = time.time() - cur_time
cur_time = time.time()
# ----cars production----
if (hour < 3):
for lane in range(3):
self.produce_car(prev_car_time, hour, lane, cars_number, cars,
pygame_cars_list, cars_queue, last_car)
# -----------------------
# ----cars adding----
for lane in range(3):
self.add_car_on_road(cars_queue, lane, last_car, pygame_cars_list)
# -------------------
# ----events----
for event in pygame.event.get():
if event.type == pygame.QUIT:
running_process = False
elif (event.type == pygame.MOUSEMOTION and scrolling):
if event.rel[0] != 0:
move = max(event.rel[0], track.left - knob.left)
move = min(move, track.right - knob.right)
if move != 0:
knob.move_ip((move, 0))
elif (event.type == pygame.MOUSEBUTTONDOWN
and knob.collidepoint(event.pos)):
scrolling = True
elif event.type == pygame.MOUSEBUTTONUP:
scrolling = False
# --------------
for i in range(3):
pygame_cars_list[i].update(pygame_cars_list)
# ----drawing----
self.draw(full_road, pygame_cars_list, screen, knob, ratio, track, pygame_clock)
# ---------------
if ((len(cars[1]) > 0 or len(cars[2]) > 0) and cars_queue[1].empty()
and pygame_cars_list[1].__len__() == 0 and cars_queue[2].empty()
and pygame_cars_list[2].__len__() == 0):
running_process = False
pygame.quit()
return (self.avg_time, self.sd_time, self.avg_consumption, self.sd_consumption,
self.avg_emissions, self.sd_emissions, cars_number)