Ejemplo n.º 1
0
    def test_dispatch_invalid(self, mock_uniformgenerator):
        '''
        ignore the invalid dispatch (cannot stop at the dispatch)
        and decelerate when needed (test velocity_planner)
        '''
        max_floors = 8
        # mansion_config
        world = MansionConfig(dt=0.50,
                              number_of_floors=max_floors,
                              floor_height=4.0)

        # test_elevator
        test_elevator = Elevator(start_position=0.0,
                                 mansion_config=world,
                                 name="test_eleavtor")
        test_elevator._direction = 1
        test_elevator._current_velocity = 2.0
        test_elevator._current_position = 8.0  # currently at 3 floor
        test_elevator._target_floors = [5, 8]  # target 5 floor
        test_elevator._loaded_person = [
            list() for i in range(test_elevator._number_of_floors)
        ]
        test_elevator._loaded_person[4].append(
            PersonType(6, 40, 1, 5, world.raw_time))
        test_elevator._loaded_person[7].append(
            PersonType(7, 40, 1, 8, world.raw_time))
        test_elevator._load_weight = 80

        # test_mansion
        tmp_uniform_generator = UniformPersonGenerator()

        ret_person = []
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion = MansionManager(elevator_number=1,
                                      person_generator=tmp_uniform_generator,
                                      mansion_config=world,
                                      name="test_mansion")
        test_mansion._elevators = [test_elevator]
        dispatch = []
        dispatch.append(ElevatorAction(3, 1))

        test_mansion.run_mansion(dispatch)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].Velocity, 2.0)

        test_mansion.run_mansion(dispatch)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].Velocity,
                               2.0)  # ignore the invalid dispatch

        for i in range(5):
            test_mansion.run_mansion(dispatch)
        test_mansion.run_mansion(dispatch)
        test_mansion.run_mansion(dispatch)
        test_mansion.run_mansion(dispatch)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].Velocity, 0.0)
    def generate_person(self):
        '''
    Generate Random Persons from Poisson Distribution
    Args:
      None
    Returns:
      List of Random Persons
    '''
        ret_persons = []
        time_interval = self._config.raw_time - self._last_generate_time
        cur_hour = self._config.world_time
        for i in range(self._particle_number):
            if (random.random() <
                    time_interval / self._random_interval[cur_hour]):
                random_source_floor = random.randint(1, self._floor_number)
                random_target_floor = random.randint(1, self._floor_number)
                while random_source_floor == random_target_floor:
                    random_source_floor = random.randint(1, self._floor_number)
                    random_target_floor = random.randint(1, self._floor_number)
                random_weight = self._weight_generator()

                ret_persons.append(
                    PersonType(self._cur_id, random_weight,
                               random_source_floor, random_target_floor,
                               self._config._current_time))
                self._cur_id += 1

            if (random.random() <
                    time_interval / self._upstairs_interval[cur_hour]):
                source_floor = 1
                target_floor = random.randint(2, self._floor_number)
                random_weight = self._weight_generator()

                ret_persons.append(
                    PersonType(self._cur_id, random_weight, source_floor,
                               target_floor, self._config._current_time))
                self._cur_id += 1

            if (random.random() <
                    time_interval / self._downstairs_interval[cur_hour]):
                source_floor = random.randint(2, self._floor_number)
                target_floor = 1
                random_weight = self._weight_generator()

                ret_persons.append(
                    PersonType(self._cur_id, random_weight, source_floor,
                               target_floor, self._config._current_time))
                self._cur_id += 1

        #float_time = formulated_time.Hour + float(formulated_time.Min)/60.0 + float(formulated_time.Sec) / 3600.0

        self._last_generate_time = self._config.raw_time
        return ret_persons
Ejemplo n.º 3
0
    def generate_person(self):
        '''
    Generate Random Persons from Poisson Distribution
    Args:
      None
    Returns:
      List of Random Persons
    '''
        ret_persons = []
        time_interval = self._config.raw_time - self._last_generate_time
        for i in range(self._particle_number):
            if (random.random() < time_interval / self._particle_interval):
                random_source_floor = random.randint(1, self._floor_number)
                random_target_floor = random.randint(1, self._floor_number)
                while random_source_floor == random_target_floor:
                    random_source_floor = random.randint(1, self._floor_number)
                    random_target_floor = random.randint(1, self._floor_number)
                random_weight = self._random_weight()

                ret_persons.append(
                    PersonType(self._cur_id, random_weight,
                               random_source_floor, random_target_floor,
                               self._config.raw_time))
                self._cur_id += 1
        self._last_generate_time = self._config.raw_time
        if ret_persons != []:
            print("new person", ret_persons)
        return ret_persons
Ejemplo n.º 4
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    def test_no_dispatch(self, mock_uniformgenerator):
        '''
        arrive at the target, no dispatch, hold still
        '''
        max_floors = 8
        # mansion_config
        world = MansionConfig(dt=0.50,
                              number_of_floors=max_floors,
                              floor_height=4.0)

        # test_elevator
        test_elevator = Elevator(start_position=0.0,
                                 mansion_config=world,
                                 name="test_eleavtor")
        test_elevator._direction = 1
        test_elevator._current_velocity = 0
        test_elevator._current_position = 8.0  # currently at 3 floor
        test_elevator._target_floors = [3]  # target 3 floor
        test_elevator._loaded_person = [
            list() for i in range(test_elevator._number_of_floors)
        ]
        test_elevator._loaded_person[2].append(
            PersonType(0, 40, 1, 3, world.raw_time))
        test_elevator._load_weight = 40

        # test_mansion
        tmp_uniform_generator = UniformPersonGenerator()

        ret_person = []
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion = MansionManager(elevator_number=1,
                                      person_generator=tmp_uniform_generator,
                                      mansion_config=world,
                                      name="test_mansion")
        test_mansion._elevators = [test_elevator]
        dispatch = []
        dispatch.append(ElevatorAction(-1, 0))

        test_mansion.run_mansion(dispatch)
        test_mansion.run_mansion(dispatch)  # open the door

        for i in range(4):
            test_mansion.run_mansion(dispatch)  # unload person 0

        test_mansion.run_mansion(dispatch)
        test_mansion.run_mansion(dispatch)  # close the door

        test_mansion.run_mansion(dispatch)
        test_mansion.run_mansion(dispatch)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].DoorState, 0.0)
        self.assertAlmostEqual(state.ElevatorStates[0].Velocity, 0.0)
        self.assertAlmostEqual(state.ElevatorStates[0].Floor, 3.0)
        self.assertAlmostEqual(state.ElevatorStates[0].Direction, 0)
Ejemplo n.º 5
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    def test_dispatch_when_closing(self, mock_uniformgenerator):
        '''
        dispatch the current floor when the door is closing
        '''
        max_floors = 8
        # mansion_config
        world = MansionConfig(dt=0.50,
                              number_of_floors=max_floors,
                              floor_height=4.0)

        # test_elevator
        test_elevator = Elevator(start_position=0.0,
                                 mansion_config=world,
                                 name="test_elevator")

        test_elevator._direction = 1
        test_elevator._current_position = 8.0
        test_elevator._target_floors = [4, 5]
        test_elevator._loaded_person = [
            list() for i in range(test_elevator._number_of_floors)
        ]
        test_elevator._loaded_person[3].append(
            PersonType(6, 40, 1, 4, world.raw_time))
        test_elevator._loaded_person[4].append(
            PersonType(7, 40, 1, 5, world.raw_time))
        test_elevator._load_weight = 80

        # test_mansion
        tmp_uniform_generator = UniformPersonGenerator()

        ret_person = []
        ret_person.append(PersonType(0, 50, 3, 5, world.raw_time))
        ret_person.append(PersonType(1, 50, 3, 1, world.raw_time))
        ret_person.append(PersonType(2, 60, 6, 4, world.raw_time))
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion = MansionManager(elevator_number=1,
                                      person_generator=tmp_uniform_generator,
                                      mansion_config=world,
                                      name="test_mansion")
        test_mansion._elevators = [test_elevator]
        dispatch = []
        dispatch.append(ElevatorAction(3, 1))

        # run_mansion
        test_mansion.run_mansion(dispatch)

        ret_person = []
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion.run_mansion(dispatch)  # the door is open, t = 1.0
        # print(test_mansion.state, "\nworld time is", world.raw_time)

        dispatch = []
        dispatch.append(ElevatorAction(-1, 0))
        for i in range(4):
            test_mansion.run_mansion(dispatch)  # load person 0, t = 3.0

        # the door is closing, the door state = 0.5, t = 3.5
        test_mansion.run_mansion(dispatch)

        # come two more passengers
        ret_person = []
        ret_person.append(PersonType(4, 55, 3, 4, world.raw_time))
        ret_person.append(PersonType(5, 65, 3, 6, world.raw_time))
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        dispatch = []
        dispatch.append(ElevatorAction(3, 1))

        # the door is open, door_state = 1.0, time = 4.0
        test_mansion.run_mansion(dispatch)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].DoorState, 1.0)

        ret_person = []
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        dispatch = []
        dispatch.append(ElevatorAction(-1, 0))
        for i in range(4):
            test_mansion.run_mansion(dispatch)  # load the two passengers
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].LoadWeight, 250)
Ejemplo n.º 6
0
    def test_door_load_unload(self, mock_uniformgenerator):
        '''
        stop at the target, load and unload corresponding passengers, open and close the door properly
        '''
        max_floors = 8
        world = MansionConfig(dt=0.50,
                              number_of_floors=max_floors,
                              floor_height=4.0)

        test_elevator = Elevator(start_position=0.0,
                                 mansion_config=world,
                                 name="test_elevator")
        test_elevator._direction = 1
        test_elevator._current_position = 8.0
        test_elevator._target_floors = [3, 5]
        test_elevator._loaded_person = [
            list() for i in range(test_elevator._number_of_floors)
        ]
        test_elevator._loaded_person[2].append(
            PersonType(6, 40, 1, 3, world.raw_time))
        test_elevator._loaded_person[4].append(
            PersonType(7, 35, 1, 5, world.raw_time))
        test_elevator._load_weight = 80

        tmp_uniform_generator = UniformPersonGenerator()

        ret_person = []
        ret_person.append(PersonType(0, 50, 3, 5, world.raw_time))
        ret_person.append(PersonType(1, 30, 3, 1, world.raw_time))
        ret_person.append(PersonType(2, 60, 6, 4, world.raw_time))
        ret_person.append(PersonType(4, 55, 3, 4, world.raw_time))
        ret_person.append(PersonType(5, 65, 3, 6, world.raw_time))
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion = MansionManager(elevator_number=1,
                                      person_generator=tmp_uniform_generator,
                                      mansion_config=world,
                                      name="test_mansion")
        test_mansion._elevators = [test_elevator]
        dispatch = []
        dispatch.append(ElevatorAction(3, 1))

        test_mansion.run_mansion(dispatch)
        # print(test_mansion.state, "\nworld time is", world.raw_time)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].DoorState, 0.5)

        # mock generate_person again
        ret_person = []
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion.run_mansion(dispatch)  # Door fully open, t = 1.0
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].DoorState, 1.0)

        for i in range(4):
            test_mansion.run_mansion(dispatch)
        state = test_mansion.state  # passenger 6 is unloaded, t = 3.0
        self.assertAlmostEqual(state.ElevatorStates[0].LoadWeight, 40)

        dispatch = []
        dispatch.append(ElevatorAction(-1, 0))

        for i in range(4):
            test_mansion.run_mansion(dispatch)
            # print(test_mansion.state, "\nworld time is", world.raw_time)
        state = test_mansion.state  # passenger 0 and 4 are loaded, t = 5.0
        self.assertAlmostEqual(state.ElevatorStates[0].LoadWeight, 145)

        for i in range(4):
            test_mansion.run_mansion(dispatch)
        state = test_mansion.state  # passenger 5 is loaded, t = 7.0
        self.assertAlmostEqual(state.ElevatorStates[0].LoadWeight, 210)

        for i in range(4):
            test_mansion.run_mansion(dispatch)
        state = test_mansion.state  # the door is closed, going up, t = 9.0
        self.assertAlmostEqual(state.ElevatorStates[0].Velocity, 1.0)
Ejemplo n.º 7
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    def test_stop_at_dispatch(self, mock_uniformgenerator):
        '''
        stop at the dispatch floor, open and close the door, then keep going to the target floor
        '''
        max_floors = 8
        # mansion_config
        world = MansionConfig(dt=0.50,
                              number_of_floors=max_floors,
                              floor_height=4.0)

        # test_elevator
        test_elevator = Elevator(start_position=0.0,
                                 mansion_config=world,
                                 name="test_elevator")
        test_elevator._direction = 1
        test_elevator._current_velocity = 2.0
        test_elevator._current_position = 4.0  # currently at 2 floor
        test_elevator._target_floors = [5]
        test_elevator._loaded_person = [
            list() for i in range(test_elevator._number_of_floors)
        ]
        test_elevator._loaded_person[5].append(
            PersonType(0, 50, 1, 6, world.raw_time))
        test_elevator._load_weight = 50

        # test_mansion
        tmp_uniform_generator = UniformPersonGenerator()

        ret_person = []
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion = MansionManager(elevator_number=1,
                                      person_generator=tmp_uniform_generator,
                                      mansion_config=world,
                                      name="test_mansion")
        test_mansion._elevators = [test_elevator]

        # test
        dispatch = []
        dispatch.append(ElevatorAction(3, 1))

        # TODO: should stop within 6 steps
        for i in range(7):
            test_mansion.run_mansion(dispatch)  # stop at the dispatched floor
        # print(test_mansion.state, "\nworld time is", world.raw_time)
        # dispatch = []
        # dispatch.append(ElevatorAction(-1, 0))
        for i in range(2):
            # the door is fully open, t = 4.5
            test_mansion.run_mansion(dispatch)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].DoorState, 1.0)

        dispatch = []
        dispatch.append(ElevatorAction(-1, 0))

        for i in range(6):
            # finish time open lag and close the door
            test_mansion.run_mansion(dispatch)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].DoorState, 0.0)

        for i in range(4):
            test_mansion.run_mansion(dispatch)  # then keep going up
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].Velocity, 2.0)
Ejemplo n.º 8
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    def test_overload(self, mock_uniformgenerator):
        '''
        overload, two people enter together, check who can enter the elevator one by one
        after overload, if the dispatcher still dispatches the elevator to the current floor, ignore the dispatch
        '''
        max_floors = 8
        world = MansionConfig(dt=0.50,
                              number_of_floors=max_floors,
                              floor_height=4.0)

        test_elevator = Elevator(start_position=0.0,
                                 mansion_config=world,
                                 name="test_elevator")
        test_elevator._direction = 1
        test_elevator._current_position = 8.0
        test_elevator._target_floors = [5]
        test_elevator._loaded_person = [
            list() for i in range(test_elevator._number_of_floors)
        ]
        test_elevator._loaded_person[5].append(
            PersonType(6, 750, 1, 6, world.raw_time))
        test_elevator._loaded_person[7].append(
            PersonType(7, 750, 1, 8, world.raw_time))
        test_elevator._load_weight = 1500

        tmp_uniform_generator = UniformPersonGenerator()

        ret_person = []
        ret_person.append(PersonType(0, 150, 3, 5, world.raw_time))
        ret_person.append(PersonType(1, 50, 3, 1, world.raw_time))
        ret_person.append(PersonType(2, 60, 5, 6, world.raw_time))
        ret_person.append(PersonType(4, 65, 3, 8, world.raw_time))
        ret_person.append(PersonType(5, 65, 3, 6, world.raw_time))
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion = MansionManager(elevator_number=1,
                                      person_generator=tmp_uniform_generator,
                                      mansion_config=world,
                                      name="test_mansion")
        test_mansion._elevators = [test_elevator]
        dispatch = []
        dispatch.append(ElevatorAction(3, 1))

        test_mansion.run_mansion(dispatch)

        # mock generate_person again
        ret_person = []
        person_generators.uniform_generator.UniformPersonGenerator.generate_person = mock.Mock(
            return_value=(ret_person))

        test_mansion.run_mansion(dispatch)  # Door fully open, t = 1.0

        dispatch = []
        dispatch.append(ElevatorAction(-1, 0))

        for i in range(4):
            test_mansion.run_mansion(dispatch)  # upload person 4, t = 3.0

        dispatch = []
        dispatch.append(ElevatorAction(3, 1))

        test_mansion.run_mansion(dispatch)
        state = test_mansion.state
        self.assertAlmostEqual(state.ElevatorStates[0].LoadWeight, 1565)

        test_mansion.run_mansion(dispatch)
        test_mansion.run_mansion(dispatch)  # t = 4.5
        state = test_mansion.state
        self.assertGreater(state.ElevatorStates[0].Velocity, 0.0)