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AgAgent.cs 5.2KB

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  1. using System.Linq;
  2. using System.Threading;
  3. using Microsoft.Extensions.DependencyInjection;
  4. using Microsoft.Extensions.Options;
  5. using uqac_ia_aspirobot.Agent.Effectors;
  6. using uqac_ia_aspirobot.Common;
  7. using uqac_ia_aspirobot.Extensions;
  8. using uqac_ia_aspirobot.Interfaces;
  9. using uqac_ia_aspirobot.UI;
  10. namespace uqac_ia_aspirobot.Agent
  11. {
  12. public class AgAgent
  13. {
  14. private readonly AgDustSensor _agDustSensor;
  15. private readonly AgEngineEffector _engineEffector;
  16. private readonly AgVaccumEffector _vaccumEffector;
  17. private readonly IEnvironment _environment;
  18. private readonly AgConfig _options;
  19. private readonly AgState _state;
  20. private readonly IUi _ui;
  21. private static Thread _thread;
  22. public static void Start(AgConfig agConfig, ArConfig arConfig)
  23. {
  24. var agServices = new ServiceCollection();
  25. agServices.AddOptions();
  26. agServices.AddSingleton<AgState>();
  27. agServices.AddSingleton<AgAgent>();
  28. agServices.AddSingleton<ArClient>();
  29. agServices.AddSingleton<AgDustSensor>();
  30. agServices.AddSingleton<AgBatterySensor>();
  31. agServices.AddSingleton<AgVaccumSensor>();
  32. agServices.AddSingleton<AgPickedSensor>();
  33. agServices.AddSingleton<AgVaccumEffector>();
  34. agServices.AddSingleton<AgEngineEffector>();
  35. agServices.AddSingleton<IUi, UiConsole>();
  36. agServices.AddSingleton<IEnvironment, AgEnvironment>();
  37. agServices.AddTransient<IRoom, AgRoom>();
  38. agServices.Configure<AgConfig>(agConfig.CopyTo);
  39. agServices.Configure<ArConfig>(arConfig.CopyTo);
  40. var agProvider = agServices.BuildServiceProvider();
  41. var agThread = agProvider.GetService<AgAgent>();
  42. _thread = new Thread(agThread.Run)
  43. {
  44. Name = nameof(AgAgent)
  45. };
  46. _thread.Start();
  47. }
  48. public static void Join()
  49. {
  50. _thread.Join();
  51. }
  52. public AgAgent(IEnvironment environment, IOptions<AgConfig> options, AgState state, IUi ui,
  53. AgDustSensor agDustSensor,
  54. AgEngineEffector engineEffector, AgVaccumEffector vaccumEffector)
  55. {
  56. _agDustSensor = agDustSensor;
  57. _engineEffector = engineEffector;
  58. _vaccumEffector = vaccumEffector;
  59. _environment = environment;
  60. _state = state;
  61. _ui = ui;
  62. _options = options.Value;
  63. _state.SleepTime = _options.SleepTime;
  64. }
  65. private void Run()
  66. {
  67. var running = true;
  68. _environment.Setup();
  69. _state.DustyRooms = _environment.FindDustyRoomsWithoutJewel();
  70. while (running)
  71. {
  72. if (_state.SleepTime > 0)
  73. {
  74. Thread.Sleep(_state.SleepTime);
  75. }
  76. UpdateSensors();
  77. _ui.Update();
  78. UpdateState();
  79. Think();
  80. Work();
  81. }
  82. }
  83. public void UpdateSensors()
  84. {
  85. _agDustSensor.Update();
  86. }
  87. public void UpdateState()
  88. {
  89. var dustyRooms = _environment.FindDustyRooms();//TODO Compute average on xx last values
  90. if (_options.AutoAdjustSleepTime)
  91. {
  92. if (dustyRooms.Count > _state.DustyRooms.Count)
  93. {
  94. _state.SleepTime += _state.SleepTime / 2;
  95. }
  96. else if (dustyRooms.Count < _state.DustyRooms.Count)
  97. {
  98. _state.SleepTime -= _state.SleepTime / 2;
  99. }
  100. }
  101. _state.DustyRooms = dustyRooms;
  102. }
  103. public void Think()
  104. {
  105. if (_state.Destination == null && _state.DustyRooms.Any())
  106. {
  107. _state.Destination = _state.DustyRooms.OrderBy(room => room.Distance(_engineEffector)).First();
  108. }
  109. }
  110. public void Work()
  111. {
  112. if (_environment.GetRoomState(_engineEffector.X, _engineEffector.Y).HasFlag(RoomState.Jewel))
  113. {
  114. _vaccumEffector.Pick();
  115. }
  116. if (_environment.GetRoomState(_engineEffector.X, _engineEffector.Y).HasFlag(RoomState.Dust))
  117. {
  118. _vaccumEffector.Vaccum();
  119. }
  120. if (_state.Destination != null && _engineEffector.IsInRoom(_state.Destination))
  121. {
  122. _state.Destination = null;
  123. }
  124. if (_state.Destination != null)
  125. {
  126. if (_state.Destination.X < _engineEffector.X)
  127. {
  128. _engineEffector.Move(-1, 0);
  129. }
  130. else if (_state.Destination.X > _engineEffector.X)
  131. {
  132. _engineEffector.Move(1, 0);
  133. }
  134. else if (_state.Destination.Y < _engineEffector.Y)
  135. {
  136. _engineEffector.Move(0, -1);
  137. }
  138. else if (_state.Destination.Y > _engineEffector.Y)
  139. {
  140. _engineEffector.Move(0, 1);
  141. }
  142. }
  143. }
  144. }
  145. }