Ejemplo n.º 1
0
        //function that scans and finds which loads are surrounded by other loads
        private async System.Threading.Tasks.Task <List <GridPos> > CheckForTrappedLoads(List <GridPos> pos, GridPos endPos)
        {
            int listIndex = 0;

            for (int i = 0; i < pos.Count; i++)
            {
                _searchGrid.SetWalkableAt(pos[i], false);
                _isLoad[pos[i].X, pos[i].Y] = 4;
            }

            //if the 1st AGV  cannot reach a Load, then that Load is
            //removed from the loadPos and not considered as available - marked as "4"  (temporarily trapped)
            do
            {
                _searchGrid.SetWalkableAt(new GridPos(pos[0].X, pos[0].Y), true);
                _jumpParam.Reset(pos[0], endPos);
                if (AStarFinder.FindPath(_jumpParam, nud_weight.Value).Count == 0)
                {
                    _searchGrid.SetWalkableAt(new GridPos(pos[0].X, pos[0].Y), false);
                    pos.Remove(pos[0]); //load is removed from the List with available Loads
                }
                else
                {
                    _isLoad[pos[0].X, pos[0].Y] = 1; //otherwise, Load is marked as available
                    listIndex = pos.Count;
                }
            } while (listIndex < pos.Count);

            return(pos);
        }
Ejemplo n.º 2
0
        //function that determines which loads are valid to keep and which are not
        private void KeepValidLoads(GridPos endPoint)
        {
            int listIndex = 0;

            for (int i = 0; i < _loadPos.Count; i++)
            {
                _searchGrid.SetWalkableAt(_loadPos[i], true); //assumes that all loads are walkable
            }
            //and only walls are in fact the only obstacles in the grid

            do
            {
                bool removed = false;
                _jumpParam.Reset(_loadPos[listIndex], endPoint);                   //tries to find path between each Load and the exit
                if (AStarFinder.FindPath(_jumpParam, nud_weight.Value).Count == 0) //if no path is found
                {
                    _isLoad[_loadPos[listIndex].X, _loadPos[listIndex].Y] = 2;     //mark the corresponding load as NOT available
                    _loads--;                                                      //decrease the counter of total loads in the grid
                    _loadPos.RemoveAt(listIndex);                                  //remove that load from the list
                    removed = true;
                }
                if (!removed)
                {
                    listIndex++;
                }
            } while (listIndex < _loadPos.Count); //loop repeats untill all loads are checked

            if (_loadPos.Count == 0)
            {
                _mapHasLoads = false;
            }
        }
Ejemplo n.º 3
0
        //function that returns a list that contains the Available for action AGVs
        private List <GridPos> NotTrappedVehicles(List <GridPos> Vehicles, GridPos End)
        {
            //Vehicles is a list with all the AGVs that are inserted in the Grid by the user
            int  list_index    = 0;
            int  trapped_index = 0;
            bool removed;

            //First, we must assume that ALL the AGVs are trapped and cannot move (trapped means they are prevented from reaching the END block)
            for (int i = 0; i < trappedStatus.Length; i++)
            {
                trappedStatus[i] = true;
            }

            do
            {
                removed = false;
                jumpParam.Reset(Vehicles[list_index], End);                       //we use the A* setting function and pass the
                                                                                  //initial start point of every AGV and the final destination (end block)
                if (AStarFinder.FindPath(jumpParam, nud_weight.Value).Count == 0) //if the number of JumpPoints that is calculated is 0 (zero)
                {                                                                 //it means that there was no path found
                    Vehicles.Remove(Vehicles[list_index]);                        //we removed, from the returning list, the AGV for which there was no path found
                    AGVs.Remove(AGVs[list_index]);                                //we remove the corresponding AGV from the public list that contains all the AGVs which will participate in the simulation
                    removed = true;
                }
                else
                {
                    trappedStatus[trapped_index] = false; //since it's not trapped, we switch its state to false
                }
                if (!removed)
                {
                    AGVs[list_index].ID = list_index;
                    list_index++;
                }
                trapped_index++;
            }while (list_index < Vehicles.Count); //the above process will be repeated until all elements of the incoming List are parsed.
            return(Vehicles);                     //list with NOT TRAPPED AGVs' starting points (trapped AGVs have been removed)


            //the point of this function is to consider every AGV as trap and then find out which AGVs
            //eventually, are not trapped and keep ONLY those ones.
        }
Ejemplo n.º 4
0
        //Path-planner for collecting all the remaining Loads in the Grid
        private void GetNextLoad(int whichAgv)
        {
            aGVIndexToolStripMenuItem.Checked = false;
            GridPos endPos = new GridPos();


            //finds the End point and uses it's coordinates as the starting coords for every AGV
            for (var widthTrav = 0; widthTrav < Globals.WidthBlocks; widthTrav++)
            {
                for (var heightTrav = 0; heightTrav < Globals.HeightBlocks; heightTrav++)
                {
                    if (_rectangles[widthTrav][heightTrav].BoxType == BoxType.End)
                    {
                        try {
                            _startPos[whichAgv] = new GridPos(widthTrav, heightTrav);
                            _a = _startPos[whichAgv].X;
                            _b = _startPos[whichAgv].Y;
                        } catch { }
                    }
                }
            }

            List <GridPos> loadPos = new List <GridPos>();

            for (var i = 0; i < Globals.WidthBlocks; i++)
            {
                for (var j = 0; j < Globals.HeightBlocks; j++)
                {
                    if (_rectangles[i][j].BoxType == BoxType.Load)
                    {
                        _searchGrid.SetWalkableAt(new GridPos(i, j), false);
                    }

                    //places the available AND the temporarily trapped loads in a list
                    if (_isLoad[i, j] == 1 || _isLoad[i, j] == 4)
                    {
                        loadPos.Add(new GridPos(i, j));
                    }
                }
            }
            loadPos = CheckForTrappedLoads(loadPos, new GridPos(_a, _b), true); //scans the loadPos list to check which loads are available
            if (loadPos.Count == 0)
            {
                _AGVs[whichAgv].HasLoadToPick = false;
                return;
            }
            _isLoad[loadPos[0].X, loadPos[0].Y] = 3;
            _AGVs[whichAgv].MarkedLoad          = new Point(loadPos[0].X, loadPos[0].Y);
            _loads--;
            endPos = loadPos[0];

            //Mark all loads as unwalkable,except the targetted ones
            for (var m = 0; m < loadPos.Count; m++)
            {
                _searchGrid.SetWalkableAt(loadPos[m], false);
            }
            _searchGrid.SetWalkableAt(loadPos[0], true);

            //creates the path between the AGV (which at the moment is at the exit) and the Load
            _jumpParam.Reset(_startPos[whichAgv], endPos);
            List <GridPos> jumpPointsList = AStarFinder.FindPath(_jumpParam, Globals.AStarWeight);

            _AGVs[whichAgv].JumpPoints = jumpPointsList; //adds the result from A* to the AGV's
                                                         //embedded List

            //Mark all loads as unwalkable
            for (var m = 0; m < loadPos.Count; m++)
            {
                _searchGrid.SetWalkableAt(loadPos[m], false);
            }

            int c = 0;

            for (short i = 0; i < _startPos.Count; i++)
            {
                c += _AGVs[i].JumpPoints.Count;
                if ((c - 1) > 0)
                {
                    Array.Resize(ref _AGVs[i].Paths, c - 1);
                }
            }


            for (int j = 0; j < _AGVs[whichAgv].JumpPoints.Count - 1; j++)
            {
                GridLine line = new GridLine(
                    _rectangles
                    [_AGVs[whichAgv].JumpPoints[j].X]
                    [_AGVs[whichAgv].JumpPoints[j].Y],
                    _rectangles
                    [_AGVs[whichAgv].JumpPoints[j + 1].X]
                    [_AGVs[whichAgv].JumpPoints[j + 1].Y]
                    );

                _AGVs[whichAgv].Paths[j] = line;
            }


            //2nd part of route: Go to exit
            int oldC = c - 1;

            _jumpParam.Reset(endPos, _startPos[whichAgv]);
            jumpPointsList = AStarFinder.FindPath(_jumpParam, Globals.AStarWeight);
            _AGVs[whichAgv].JumpPoints.AddRange(jumpPointsList);

            c = 0;
            for (int i = 0; i < _startPos.Count; i++)
            {
                c += _AGVs[i].JumpPoints.Count;
                if ((c - 1) > 0)
                {
                    Array.Resize(ref _AGVs[i].Paths, oldC + (c - 1));
                }
            }


            for (short i = 0; i < _startPos.Count; i++)
            {
                for (int j = 0; j < _AGVs[i].JumpPoints.Count - 1; j++)
                {
                    GridLine line = new GridLine(
                        _rectangles
                        [_AGVs[i].JumpPoints[j].X]
                        [_AGVs[i].JumpPoints[j].Y],
                        _rectangles
                        [_AGVs[i].JumpPoints[j + 1].X]
                        [_AGVs[i].JumpPoints[j + 1].Y]
                        );

                    _AGVs[i].Paths[j] = line;
                }
            }

            Invalidate();
        }
Ejemplo n.º 5
0
        //Basic path planner function
        private void Redraw()
        {
            bool startFound = false;
            bool endFound   = false;

            _mapHasLoads = false;

            GridPos endPos = new GridPos();

            _posIndex = 0;
            _startPos = new List <GridPos>(); //list that will be filled with the starting points of every AGV
            _AGVs     = new List <Vehicle>(); //list that will be filled with objects of the class Vehicle
            _loadPos  = new List <GridPos>(); //list that will be filled with the points of every Load
            _loads    = 0;
            //Double FOR-loops to scan the whole Grid and perform the needed actions
            for (var i = 0; i < Globals.WidthBlocks; i++)
            {
                for (var j = 0; j < Globals.HeightBlocks; j++)
                {
                    if (_rectangles[i][j].BoxType == BoxType.Wall)
                    {
                        _searchGrid.SetWalkableAt(new GridPos(i, j), false);//Walls are marked as non-walkable
                    }
                    else
                    {
                        _searchGrid.SetWalkableAt(new GridPos(i, j), true);//every other block is marked as walkable (for now)
                    }
                    if (_rectangles[i][j].BoxType == BoxType.Load)
                    {
                        _mapHasLoads = true;
                        _searchGrid.SetWalkableAt(new GridPos(i, j), false); //marks every Load as non-walkable
                        _isLoad[i, j] = 1;                                   //considers every Load as available
                        _loads++;                                            //counts the number of available Loads in the grid
                        _loadPos.Add(new GridPos(i, j));                     //inserts the coordinates of the Load inside a list
                    }
                    if (_rectangles[i][j].BoxType == BoxType.Normal)
                    {
                        _rectangles[i][j].OnHover(_boxDefaultColor);
                    }

                    if (_rectangles[i][j].BoxType == BoxType.Start)
                    {
                        if (_beforeStart)
                        {
                            _searchGrid.SetWalkableAt(new GridPos(i, j), false); //initial starting points of AGV are non walkable until 1st run is completed
                        }
                        else
                        {
                            _searchGrid.SetWalkableAt(new GridPos(i, j), true);
                        }

                        startFound = true;

                        _AGVs.Add(new Vehicle(this));
                        _AGVs[_posIndex].ID = _posIndex;

                        _startPos.Add(new GridPos(i, j)); //adds the starting coordinates of an AGV to the StartPos list

                        //a & b are used by DrawPoints() as the starting x,y for calculation purposes
                        _a = _startPos[_posIndex].X;
                        _b = _startPos[_posIndex].Y;

                        if (_posIndex < _startPos.Count)
                        {
                            _startPos[_posIndex] = new GridPos(_startPos[_posIndex].X, _startPos[_posIndex].Y);
                            _posIndex++;
                        }
                    }

                    if (_rectangles[i][j].BoxType == BoxType.End)
                    {
                        endFound        = true;
                        endPos.X        = i;
                        endPos.Y        = j;
                        _endPointCoords = new Point(i * Globals.BlockSide, j * Globals.BlockSide + Globals.TopBarOffset);
                    }
                }
            }



            if (!startFound || !endFound)
            {
                return; //will return if there are no starting or end points in the Grid
            }
            _posIndex = 0;

            if (_AGVs != null)
            {
                for (short i = 0; i < _AGVs.Count(); i++)
                {
                    if (_AGVs[i] != null)
                    {
                        _AGVs[i].UpdateAGV();
                        _AGVs[i].Status.Busy = false; //initialize the status of _AGVs, as 'available'
                    }
                }
            }

            _startPos = NotTrappedVehicles(_startPos, endPos); //replaces the List with all the inserted _AGVs
                                                               //with a new one containing the right ones
            if (_mapHasLoads)
            {
                KeepValidLoads(endPos); //calls a function that checks which Loads are available
            }
            //to be picked up by _AGVs and removed the trapped ones.


            //For-loop to repeat the path-finding process for ALL the _AGVs that participate in the simulation
            for (short i = 0; i < _startPos.Count; i++)
            {
                if (_loadPos.Count != 0)
                {
                    var task = System.Threading.Tasks.Task.Run(() => CheckForTrappedLoads(_loadPos, endPos));
                    _loadPos = task.Result;
                    //_loadPos = await CheckForTrappedLoads(_loadPos, endPos);
                }
                if (_loadPos.Count == 0)
                {
                    _mapHasLoads           = false;
                    _AGVs[i].HasLoadToPick = false;
                }
                else
                {
                    _mapHasLoads           = true;
                    _AGVs[i].HasLoadToPick = true;
                }


                if (_AGVs[i].Status.Busy == false)
                {
                    List <GridPos> jumpPointsList;
                    switch (_mapHasLoads)
                    {
                    case true:
                        //====create the path FROM START TO LOAD, if load exists=====
                        for (int m = 0; m < _loadPos.Count; m++)
                        {
                            _searchGrid.SetWalkableAt(_loadPos[m], false);     //Do not allow walk over any other load except the targeted one
                        }
                        _searchGrid.SetWalkableAt(_loadPos[0], true);

                        //use of the A* alorithms to find the path between AGV and its marked Load
                        _jumpParam.Reset(_startPos[_posIndex], _loadPos[0]);
                        jumpPointsList       = AStarFinder.FindPath(_jumpParam, Globals.AStarWeight);
                        _AGVs[i].JumpPoints  = jumpPointsList;
                        _AGVs[i].Status.Busy = true;
                        //====create the path FROM START TO LOAD, if load exists=====

                        //======FROM LOAD TO END======
                        for (int m = 0; m < _loadPos.Count; m++)
                        {
                            _searchGrid.SetWalkableAt(_loadPos[m], false);
                        }
                        _jumpParam.Reset(_loadPos[0], endPos);
                        jumpPointsList = AStarFinder.FindPath(_jumpParam, Globals.AStarWeight);
                        _AGVs[i].JumpPoints.AddRange(jumpPointsList);

                        //marks the load that each AGV picks up on the 1st route, as 3, so each agv knows where to go after delivering the 1st load
                        _isLoad[_loadPos[0].X, _loadPos[0].Y] = 3;
                        _AGVs[i].MarkedLoad = new Point(_loadPos[0].X, _loadPos[0].Y);

                        _loadPos.Remove(_loadPos[0]);
                        //======FROM LOAD TO END======
                        break;

                    case false:
                        _jumpParam.Reset(_startPos[_posIndex], endPos);
                        jumpPointsList = AStarFinder.FindPath(_jumpParam, Globals.AStarWeight);

                        _AGVs[i].JumpPoints = jumpPointsList;
                        break;
                    }
                }
                _posIndex++;
            }

            int c = 0;

            for (short i = 0; i < _startPos.Count; i++)
            {
                c += _AGVs[i].JumpPoints.Count;
            }


            for (short i = 0; i < _startPos.Count; i++)
            {
                for (int j = 0; j < _AGVs[i].JumpPoints.Count - 1; j++)
                {
                    GridLine line = new GridLine
                                    (
                        _rectangles[_AGVs[i].JumpPoints[j].X][_AGVs[i].JumpPoints[j].Y],
                        _rectangles[_AGVs[i].JumpPoints[j + 1].X][_AGVs[i].JumpPoints[j + 1].Y]
                                    );

                    _AGVs[i].Paths[j] = line;
                }
            }

            for (int i = 0; i < _startPos.Count; i++)
            {
                if ((c - 1) > 0)
                {
                    Array.Resize(ref _AGVs[i].Paths, c - 1); //resize of the _AGVs steps Table
                }
            }
            if (_loads != 0)
            {
                tree_stats.Nodes[2].Text = "Remaining loads: " + _loads;
            }
            else
            {
                tree_stats.Nodes[2].Text = "Remaining loads: ";
            }
            Invalidate();
        }
Ejemplo n.º 6
0
        //Basic path planner function
        private void Redraw()
        {
            return;

            bool start_found = false;
            bool end_found   = false;

            mapHasLoads = false;

            GridPos endPos = new GridPos();

            pos_index = 0;
            startPos  = new List <GridPos>(); //list that will be filled with the starting points of every AGV
            AGVs      = new List <Vehicle>(); //list that will be filled with objects of the class Vehicle
            loadPos   = new List <GridPos>(); //list that will be filled with the points of every Load


            //Double FOR-loops to scan the whole Grid and perform the needed actions
            for (int i = 0; i < Globals._WidthBlocks; i++)
            {
                for (int j = 0; j < Globals._HeightBlocks; j++)
                {
                    if (m_rectangles[i][j].boxType == BoxType.Wall)
                    {
                        searchGrid.SetWalkableAt(new GridPos(i, j), false);//Walls are marked as non-walkable
                    }
                    else
                    {
                        searchGrid.SetWalkableAt(new GridPos(i, j), true);//every other block is marked as walkable (for now)
                    }
                    if (m_rectangles[i][j].boxType == BoxType.Load)
                    {
                        mapHasLoads = true;
                        searchGrid.SetWalkableAt(new GridPos(i, j), false); //marks every Load as non-walkable
                        isLoad[i, j] = 1;                                   //considers every Load as available
                        loadPos.Add(new GridPos(i, j));                     //inserts the coordinates of the Load inside a list
                    }
                    if (m_rectangles[i][j].boxType == BoxType.Normal)
                    {
                        m_rectangles[i][j].onHover(Globals.boxDefaultColor);
                    }

                    if (m_rectangles[i][j].boxType == BoxType.Start)
                    {
                        if (beforeStart)
                        {
                            searchGrid.SetWalkableAt(new GridPos(i, j), false); //initial starting points of AGV are non walkable until 1st run is completed
                        }
                        else
                        {
                            searchGrid.SetWalkableAt(new GridPos(i, j), true);
                        }

                        start_found = true;

                        AGVs.Add(new Vehicle(this));
                        AGVs[pos_index].ID = pos_index;

                        startPos.Add(new GridPos(i, j)); //adds the starting coordinates of an AGV to the StartPos list

                        //a & b are used by DrawPoints() as the starting x,y for calculation purposes
                        a = startPos[pos_index].x;
                        b = startPos[pos_index].y;

                        if (pos_index < startPos.Count)
                        {
                            startPos[pos_index] = new GridPos(startPos[pos_index].x, startPos[pos_index].y);
                            pos_index++;
                        }
                    }

                    if (m_rectangles[i][j].boxType == BoxType.End)
                    {
                        end_found = true;
                        endPos.x  = i;
                        endPos.y  = j;
                    }
                }
            }



            if (!start_found || !end_found)
            {
                return; //will return if there are no starting or end points in the Grid
            }
            pos_index = 0;

            if (AGVs != null)
            {
                for (int i = 0; i < AGVs.Count(); i++)
                {
                    if (AGVs[i] != null)
                    {
                        AGVs[i].Status.Busy = false; //initialize the status of AGVs, as 'available'
                    }
                }
            }

            startPos = NotTrappedVehicles(startPos, endPos); //replaces the List with all the inserted AGVs
                                                             //with a new one containing the right ones
            if (mapHasLoads)
            {
                KeepValidLoads(endPos); //calls a function that checks which Loads are available
            }
            //to be picked up by AGVs and removed the trapped ones.


            //For-loop to repeat the path-finding process for ALL the AGVs that participate in the simulation
            for (int i = 0; i < startPos.Count; i++)
            {
                if (loadPos.Count != 0)
                {
                    loadPos = CheckForTrappedLoads(loadPos, endPos);
                }

                if (loadPos.Count == 0)
                {
                    mapHasLoads           = false;
                    AGVs[i].HasLoadToPick = false;
                }
                else
                {
                    mapHasLoads           = true;
                    AGVs[i].HasLoadToPick = true;
                }


                if (AGVs[i].Status.Busy == false)
                {
                    List <GridPos> JumpPointsList;
                    switch (mapHasLoads)
                    {
                    case true:
                        //====create the path FROM START TO LOAD, if load exists=====
                        for (int m = 0; m < loadPos.Count; m++)
                        {
                            searchGrid.SetWalkableAt(loadPos[m], false);     //Do not allow walk over any other load except the targeted one
                        }
                        searchGrid.SetWalkableAt(loadPos[0], true);

                        //use of the A* alorithms to find the path between AGV and its marked Load
                        jumpParam.Reset(startPos[pos_index], loadPos[0]);
                        JumpPointsList      = AStarFinder.FindPath(jumpParam, nud_weight.Value);
                        AGVs[i].JumpPoints  = JumpPointsList;
                        AGVs[i].Status.Busy = true;
                        //====create the path FROM START TO LOAD, if load exists=====

                        //======FROM LOAD TO END======
                        for (int m = 0; m < loadPos.Count; m++)
                        {
                            searchGrid.SetWalkableAt(loadPos[m], false);
                        }
                        jumpParam.Reset(loadPos[0], endPos);
                        JumpPointsList = AStarFinder.FindPath(jumpParam, nud_weight.Value);
                        AGVs[i].JumpPoints.AddRange(JumpPointsList);

                        //marks the load that each AGV picks up on the 1st route, as 3, so each agv knows where to go after delivering the 1st load
                        isLoad[loadPos[0].x, loadPos[0].y] = 3;
                        AGVs[i].MarkedLoad = new Point(loadPos[0].x, loadPos[0].y);

                        loadPos.Remove(loadPos[0]);
                        //======FROM LOAD TO END======
                        break;

                    case false:
                        jumpParam.Reset(startPos[pos_index], endPos);
                        JumpPointsList = AStarFinder.FindPath(jumpParam, nud_weight.Value);

                        AGVs[i].JumpPoints = JumpPointsList;
                        break;
                    }
                }
                pos_index++;
            }

            int c = 0;

            for (int i = 0; i < startPos.Count; i++)
            {
                c += AGVs[i].JumpPoints.Count;
            }


            for (int i = 0; i < startPos.Count; i++)
            {
                for (int j = 0; j < AGVs[i].JumpPoints.Count - 1; j++)
                {
                    GridLine line = new GridLine
                                    (
                        m_rectangles[AGVs[i].JumpPoints[j].x][AGVs[i].JumpPoints[j].y],
                        m_rectangles[AGVs[i].JumpPoints[j + 1].x][AGVs[i].JumpPoints[j + 1].y]
                                    );

                    AGVs[i].Paths[j] = line;
                }
            }

            for (int i = 0; i < startPos.Count; i++)
            {
                if ((c - 1) > 0)
                {
                    Array.Resize(ref AGVs[i].Paths, c - 1); //resize of the AGVs steps Table
                }
            }
            Invalidate();
        }