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Commit b4a27625 authored by Egli Adrian (IT-SCI-API-PFI)'s avatar Egli Adrian (IT-SCI-API-PFI)
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readability

parent 04bede79
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...@@ -84,7 +84,7 @@ def city_generator(num_cities: int = 5, ...@@ -84,7 +84,7 @@ def city_generator(num_cities: int = 5,
# noinspection PyTypeChecker # noinspection PyTypeChecker
def create_stations_from_city_locations(rail_trans: RailEnvTransitions, def create_stations_from_city_locations(rail_trans: RailEnvTransitions,
grid_map: GridTransitionMap, grid_map: GridTransitionMap,
generate_city_locations: IntVector2DArray, generate_city_locations: IntVector2DArrayArray,
intern_max_number_of_station_tracks: int) -> (IntVector2DArray, intern_max_number_of_station_tracks: int) -> (IntVector2DArray,
IntVector2DArray, IntVector2DArray,
IntVector2DArray, IntVector2DArray,
...@@ -144,7 +144,7 @@ def city_generator(num_cities: int = 5, ...@@ -144,7 +144,7 @@ def city_generator(num_cities: int = 5,
# noinspection PyTypeChecker # noinspection PyTypeChecker
def create_switches_at_stations(rail_trans: RailEnvTransitions, def create_switches_at_stations(rail_trans: RailEnvTransitions,
grid_map: GridTransitionMap, grid_map: GridTransitionMap,
station_tracks: IntVector2DArray, station_tracks: IntVector2DArrayArray,
nodes_added: IntVector2DArray, nodes_added: IntVector2DArray,
intern_nbr_of_switches_per_station_track: int) -> IntVector2DArray: intern_nbr_of_switches_per_station_track: int) -> IntVector2DArray:
...@@ -429,44 +429,40 @@ def city_generator(num_cities: int = 5, ...@@ -429,44 +429,40 @@ def city_generator(num_cities: int = 5,
# ---------------------------------------------------------------------------------- # ----------------------------------------------------------------------------------
# generate city topology # generate city topology
nodes_added, train_stations, s_nodes, e_nodes, station_tracks = \ nodes_added, train_stations_slots, s_nodes, e_nodes, station_tracks = \
create_stations_from_city_locations(rail_trans, grid_map, create_stations_from_city_locations(rail_trans, grid_map,
generate_city_locations, generate_city_locations,
intern_max_number_of_station_tracks) intern_max_number_of_station_tracks)
# build switches # build switches
# TODO remove true/false block create_switches_at_stations(rail_trans, grid_map, station_tracks, nodes_added,
if True: intern_nbr_of_switches_per_station_track)
create_switches_at_stations(rail_trans, grid_map, station_tracks, nodes_added,
intern_nbr_of_switches_per_station_track)
# ---------------------------------------------------------------------------------- # ----------------------------------------------------------------------------------
# connect stations # connect stations
# TODO remove true/false block if do_random_connect_stations:
if True: connect_random_stations(rail_trans, grid_map, s_nodes, e_nodes, nodes_added,
if do_random_connect_stations: intern_connect_max_nbr_of_shortes_city)
connect_random_stations(rail_trans, grid_map, s_nodes, e_nodes, nodes_added, else:
intern_connect_max_nbr_of_shortes_city) connect_stations(rail_trans, grid_map, s_nodes, e_nodes, nodes_added,
else: intern_connect_max_nbr_of_shortes_city)
connect_stations(rail_trans, grid_map, s_nodes, e_nodes, nodes_added,
intern_connect_max_nbr_of_shortes_city)
# ---------------------------------------------------------------------------------- # ----------------------------------------------------------------------------------
# fix all transition at starting / ending points (mostly add a dead end, if missing) # fix all transition at starting / ending points (mostly add a dead end, if missing)
# TODO i would like to remove the fixing stuff. # TODO we might have to remove the fixing stuff in the future
for i in range(len(nodes_added)): for i in range(len(nodes_added)):
grid_map.fix_transitions(nodes_added[i]) grid_map.fix_transitions(nodes_added[i])
# ---------------------------------------------------------------------------------- # ----------------------------------------------------------------------------------
# remove stations where rail is a switch # remove stations where underlaying rail is a switch
remove_switch_stations(rail_trans, grid_map, train_stations) remove_switch_stations(rail_trans, grid_map, train_stations_slots)
# ---------------------------------------------------------------------------------- # ----------------------------------------------------------------------------------
# Slot availability in node # Slot availability in node
node_available_start = [] node_available_start = []
node_available_target = [] node_available_target = []
for node_idx in range(max_num_cities): for node_idx in range(max_num_cities):
node_available_start.append(len(train_stations[node_idx])) node_available_start.append(len(train_stations_slots[node_idx]))
node_available_target.append(len(train_stations[node_idx])) node_available_target.append(len(train_stations_slots[node_idx]))
# Assign agents to slots # Assign agents to slots
for agent_idx in range(num_agents): for agent_idx in range(num_agents):
...@@ -499,7 +495,7 @@ def city_generator(num_cities: int = 5, ...@@ -499,7 +495,7 @@ def city_generator(num_cities: int = 5,
return grid_map, {'agents_hints': { return grid_map, {'agents_hints': {
'num_agents': num_agents, 'num_agents': num_agents,
'agent_start_targets_nodes': agent_start_targets_nodes, 'agent_start_targets_nodes': agent_start_targets_nodes,
'train_stations': train_stations 'train_stations': train_stations_slots
}} }}
return generator return generator
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