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simulation.py
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996 lines (860 loc) · 40.8 KB
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import random
import time
import threading
import pygame
import sys
import os
from module.Result import Presentation_Result
# Run the simulation
run_simulation = True
# Valores predeterminados de los temporizadores de señaltemporizadores de señal
defaultGreen = {
0: 10,
1: 10,
2: 10,
3: 10
}
# Tiempo de señal roja predeterminadoedeterminado
defaultRed = 150
# Tiempo de señal amarilla predeterminadoredeterminado
defaultYellow = 5
# Lista de señales
signals = []
# Número de señales
noOfSignals = 4
# Indica qué señal es verde actualmente
currentGreen = 0
# Indica qué señal se volverá verde a continuaciónación
nextGreen = (currentGreen+1) % noOfSignals
# Indica si la señal amarilla está encendida o apagada apagada
currentYellow = 0
# velocidades promedio de vehículos en px/s to mts/s
speeds = {
'car': 2.25,
'bus': 1.8,
'truck': 1.8,
'bike': 2.5
}
# Coordenadas del comienzo de los vehículoss vehículos
# original
x = {
'right': [0, 0, 0],
'down': [755, 727, 697],
'left': [1400, 1400, 1400],
'up': [602, 627, 657],
'vertical': [800, 800, 800]
}
y = {
'right': [348, 370, 398],
'down': [0, 0, 0],
'left': [498, 466, 436],
'up': [800, 800, 800],
'vertical': [800, 800, 800]
}
# Vehículos característicos
vehicles = {
'right': {0: [], 1: [], 2: [], 'crossed': 0},
'down': {0: [], 1: [], 2: [], 'crossed': 0},
'left': {0: [], 1: [], 2: [], 'crossed': 0},
'up': {0: [], 1: [], 2: [], 'crossed': 0},
'vertical': {0: [], 1: [], 2: [], 'crossed': 0}
}
vehicleTypes = {0: 'car', 1: 'bus', 2: 'truck', 3: 'bike'}
# Direccioness
directionNumbers = {0: 'right', 1: 'down', 2: 'left', 3: 'up'}
# Coordenadas de imagen de señal, temporizador y recuento de vehículos
signalCoods = [(530, 230), (810, 230), (1000, 570), (530, 570)]
signalTimerCoods = [(530, 210), (810, 210), (1000, 550), (530, 550)]
signal_rotation = [0, 0, -0, 0] # rotación de la señal
# Coordenadas de líneas de parada
stopLines = {'right': 590, 'down': 330, 'left': 800, 'up': 535,'vertical':535}
defaultStop = {'right': 580, 'down': 320, 'left': 810, 'up': 545,'vertical':545}
# Brecha entre vehículos
stoppingGap = 25 # brecha de parada
movingGap = 25 # brecha móvil
# tipos de vehículos permitidos
allowedVehicleTypes = {'car': True, 'bus': True, 'truck': True, 'bike': True}
# Lista de tipos de vehículos permitidos
allowedVehicleTypesList = []
vehiclesTurned = {
'right': {1: [], 2: []},
'down': {1: [], 2: []},
'left': {1: [], 2: []},
'up': {1: [], 2: []},
'vertical': {1: [], 2: []}
}
vehiclesNotTurned = {
'right': {1: [], 2: []},
'down': {1: [], 2: []},
'left': {1: [], 2: []},
'up': {1: [], 2: []},
'vertical': {1: [], 2: []}
}
rotationAngle = 3
# `mid` es un diccionario que almacena las coordenadas centrales para cada dirección en la simulación.
# 'right', 'down', 'left', 'up' son las posibles direcciones.
# 'x' y 'y' son las coordenadas en el plano 2D de la simulación.
mid = {
'right': {'x': 705, 'y': 445},
'down': {'x': 695, 'y': 450},
'left': {'x': 695, 'y': 425},
'up': {'x': 695, 'y': 400},
'vertical': {'x': 695, 'y': 425}
}
# señal verde aleatorio
randomGreenSignalTimer = True
# `timeElapsed` es una variable que lleva la cuenta del tiempo transcurrido en la simulación.
timeElapsed = 0
# `simulationTime` es la duración total de la simulación.
simulationTime = 300
# `timeElapsedCoods` son las coordenadas en la pantalla donde se mostrará el tiempo transcurrido.
timeElapsedCoods = (1000, 50)
# `vehicleCountTexts` es una lista que contiene el número de vehículos en cada dirección como cadenas de texto.
vehicleCountTexts = ["0", "0", "0", "0"]
# `vehicleCountCoods` son las coordenadas en la pantalla donde se mostrará el recuento de vehículos para cada dirección.
vehicleCountCoods = [(480, 210), (880, 210), (1100, 550), (480, 550)]
# vehicleCountCoods = [(558, 79), (956, 184), (439, 360), (810, 516)]
# peak hour
peakHour = False
# simulation_vehicle
simulation_vehicle = []
# Pygame initialization
pygame.init()
simulation = pygame.sprite.Group()
# Presentation_Result
presentation_result = Presentation_Result(tiempo_simulacion=simulationTime)
class TrafficSignal:
"""
La clase `TrafficSignal` en Python representa una señal de tráfico con duraciones de luz roja,
amarilla y verde.
"""
def __init__(self, red: int, yellow: int, green: int):
"""
Esta función de Python inicializa un objeto con valores enteros para rojo, amarillo y verde, junto
con una cadena vacía para signalText.
"""
self.red = red
self.yellow = yellow
self.green = green
self.signalText = ""
class Vehicle(pygame.sprite.Sprite):
def __init__(self, lane: int, vehicleClass: str, direction_number: int, direction: str, will_turn: int):
"""
Esta función inicializa un objeto de vehículo con atributos y coordenadas específicos según la
dirección y el carril.
:param `lane` int:
Representa el carril en el que se encuentra el vehículo.
:param `vehicleClass` str:
Representa la clase o tipodel vehículo que se está inicializando.
:param `direction_number` int:
Representa el valor numérico asociado con la dirección en la que se mueve el vehículo up,down...
:param `direction` str:
Representa la dirección en la que se mueve el vehículo.
:param `will_turn` int:
Representa si elvehículo girará o no.
"""
pygame.sprite.Sprite.__init__(self)
self.lane = lane
self.vehicleClass = vehicleClass
self.speed = speeds[vehicleClass]
self.direction_number = direction_number
self.direction = direction
self.x = x[direction][lane]
self.y = y[direction][lane]
self.crossed = 0
self.willTurn = will_turn
self.turned = 0
self.rotateAngle = 0
vehicles[direction][lane].append(self)
self.index = len(vehicles[direction][lane]) - 1
self.crossedIndex = 0
# path of vehicle image
path = f"images/{direction}/{vehicleClass}.png"
originalImage = pygame.image.load(path)
image = pygame.image.load(path)
self.originalImage = pygame.transform.rotate(originalImage,0)
self.image = pygame.transform.rotate(image,0)
previousVehicle = vehicles[direction][lane][self.index-1]
self.image_width = self.image.get_rect().width
self.image_height = self.image.get_rect().height
# Set stopping coordinate
# Si hay más de un vehículo en el carril y el vehículo anterior no ha cruzado la línea de parada
if (len(vehicles[direction][lane]) > 1 and previousVehicle.crossed == 0):
width = previousVehicle.image.get_rect().width
height = previousVehicle.image.get_rect().height
# Establecer la coordenada de parada del vehículo actual en función de la dirección
if (direction == 'right'):
self.stop = previousVehicle.stop
- width
- stoppingGap
elif (direction == 'left'):
self.stop = previousVehicle.stop
+ width
+ stoppingGap
elif (direction == 'down'):
self.stop = previousVehicle.stop
- height
- stoppingGap
elif (direction == 'up'):
self.stop = previousVehicle.stop
+ height
+ stoppingGap
else:
self.stop = defaultStop[direction]
# Set new starting and stopping coordinate
if (direction == 'right'):
temp = self.image_width + stoppingGap
x[direction][lane] -= temp
elif (direction == 'left'):
temp = self.image_width + stoppingGap
x[direction][lane] += temp
elif (direction == 'down'):
temp = self.image_height + stoppingGap
y[direction][lane] -= temp
elif (direction == 'up'):
temp = self.image_height + stoppingGap
y[direction][lane] += temp
simulation.add(self)
def render(self, screen):
"""
La función `render` en Python toma un parámetro de `pantalla` y borra la `imagen` en las coordenadas
`(x, y)`.
:param screen:
Este parámetro se utiliza con el método `blit`
para dibujar la imagen en las coordenadas especificadas `(self.x, self.y)` en la pantalla
"""
screen.blit(self.image, (self.x, self.y))
def Move_right(self):
"""
La función `Move_right` en Python maneja el movimiento de vehículos en función de diversas
condiciones, como cruzar líneas de parada, girar y mantener espacios entre vehículos.
"""
if (self.crossed == 0 and self.x + self.image_width > stopLines[self.direction]):
self.crossed = 1
vehicles[self.direction]['crossed'] += 1
if (self.willTurn == 0):
vehiclesNotTurned[self.direction][self.lane].append(self)
self.crossedIndex = len(
vehiclesNotTurned[self.direction][self.lane]) - 1
if (self.willTurn == 1):
last_Vehicule = vehicles[self.direction][self.lane][self.index-1]
x_with_width = self.x + self.image_width
last_vehicles_turned = vehiclesTurned[self.direction][self.lane][self.crossedIndex -
1] if self.crossedIndex != 0 else None
if self.lane == 1:
if self.crossed == 0 or x_with_width < stopLines[self.direction]+40:
can_move_forward = x_with_width <= self.stop or (
currentGreen == 0 and currentYellow == 0) or self.crossed == 1
is_first_vehicle_or_has_gap = self.index == 0 or x_with_width < (
last_Vehicule.x - movingGap) or last_Vehicule.turned == 1
if can_move_forward and is_first_vehicle_or_has_gap:
self.x += self.speed
else:
if self.turned == 0:
self.rotateAngle += rotationAngle
self.image = pygame.transform.rotate(
self.originalImage, self.rotateAngle)
self.x += 2.4
self.y -= 2.8
if self.rotateAngle == 90:
self.turned = 1
vehiclesTurned[self.direction][self.lane].append(
self)
self.crossedIndex = len(
vehiclesTurned[self.direction][self.lane]) - 1
else:
has_gap_to_previous_turned_vehicle = self.crossedIndex == 0 or self.y > (
last_vehicles_turned.y + last_vehicles_turned.image.get_rect().height + movingGap)
if has_gap_to_previous_turned_vehicle:
self.y -= self.speed
elif self.lane == 2:
x_with_width = self.x + self.image_width
y_with_height = self.y + self.image_height
if self.crossed == 0 or x_with_width < mid[self.direction]['x']:
can_move_forward = x_with_width <= self.stop or (
currentGreen == 0 and currentYellow == 0) or self.crossed == 1
is_first_vehicle_or_has_gap = self.index == 0 or x_with_width < (
last_Vehicule.x - movingGap) or last_Vehicule.turned == 1
if can_move_forward and is_first_vehicle_or_has_gap:
self.x += self.speed
else:
if self.turned == 0:
self.rotateAngle += rotationAngle
self.image = pygame.transform.rotate(
self.originalImage, -self.rotateAngle)
self.x += 2
self.y += 1.8
if self.rotateAngle == 90:
self.turned = 1
vehiclesTurned[self.direction][self.lane].append(
self)
self.crossedIndex = len(
vehiclesTurned[self.direction][self.lane]) - 1
else:
has_gap_to_previous_turned_vehicle = self.crossedIndex == 0 or y_with_height < (
vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].y - movingGap)
if has_gap_to_previous_turned_vehicle:
self.y += self.speed
else:
if (self.crossed == 0):
if ((self.x+self.image_width <= self.stop or (currentGreen == 0 and currentYellow == 0)) and (self.index == 0 or self.x+self.image_width < (vehicles[self.direction][self.lane][self.index-1].x - movingGap))):
self.x += self.speed
else:
if ((self.crossedIndex == 0) or (self.x+self.image_width < (vehiclesNotTurned[self.direction][self.lane][self.crossedIndex-1].x - movingGap))):
self.x += self.speed
def Move_down(self):
"""
Esta función controla el movimiento de los vehículos en una simulación, incluido el manejo de cruces
de intersecciones y giros.
"""
if (self.crossed == 0 and self.y+self.image_height > stopLines[self.direction]):
self.crossed = 1
vehicles[self.direction]['crossed'] += 1
if (self.willTurn == 0):
vehiclesNotTurned[self.direction][self.lane].append(self)
self.crossedIndex = len(
vehiclesNotTurned[self.direction][self.lane]) - 1
if (self.willTurn == 1):
if (self.lane == 1):
if (self.crossed == 0 or self.y+self.image_height < stopLines[self.direction]+50):
if ((self.y+self.image_height <= self.stop or (currentGreen == 1 and currentYellow == 0) or self.crossed == 1) and (self.index == 0 or self.y+self.image_height < (vehicles[self.direction][self.lane][self.index-1].y - movingGap) or vehicles[self.direction][self.lane][self.index-1].turned == 1)):
self.y += self.speed
else:
if (self.turned == 0):
self.rotateAngle += rotationAngle
self.image = pygame.transform.rotate(
self.originalImage, self.rotateAngle)
self.x += 1.2
self.y += 1.8
if (self.rotateAngle == 90):
self.turned = 1
vehiclesTurned[self.direction][self.lane].append(
self)
self.crossedIndex = len(
vehiclesTurned[self.direction][self.lane]) - 1
else:
if (self.crossedIndex == 0 or ((self.x + self.image_width) < (vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].x - movingGap))):
self.x += self.speed
elif (self.lane == 2):
if (self.crossed == 0 or self.y+self.image_height < mid[self.direction]['y']):
if ((self.y+self.image_height <= self.stop or (currentGreen == 1 and currentYellow == 0) or self.crossed == 1) and (self.index == 0 or self.y+self.image_height < (vehicles[self.direction][self.lane][self.index-1].y - movingGap) or vehicles[self.direction][self.lane][self.index-1].turned == 1)):
self.y += self.speed
else:
if (self.turned == 0):
self.rotateAngle += rotationAngle
self.image = pygame.transform.rotate(
self.originalImage, -self.rotateAngle)
self.x -= 2.5
self.y += 2
if (self.rotateAngle == 90):
self.turned = 1
vehiclesTurned[self.direction][self.lane].append(
self)
self.crossedIndex = len(
vehiclesTurned[self.direction][self.lane]) - 1
else:
if (self.crossedIndex == 0 or (self.x > (vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].x + vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].image.get_rect().width + movingGap))):
self.x -= self.speed
else:
if (self.crossed == 0):
if ((self.y+self.image_height <= self.stop or (currentGreen == 1 and currentYellow == 0)) and (self.index == 0 or self.y+self.image_height < (vehicles[self.direction][self.lane][self.index-1].y - movingGap))):
self.y += self.speed
else:
if ((self.crossedIndex == 0) or (self.y+self.image_height < (vehiclesNotTurned[self.direction][self.lane][self.crossedIndex-1].y - movingGap))):
self.y += self.speed
def Move_left(self):
"""
Esta función define el comportamiento de movimiento de un objeto de vehículo en una simulación,
incluidas las condiciones para girar y cambiar de carril.
"""
if (self.crossed == 0 and self.x < stopLines[self.direction]):
self.crossed = 1
vehicles[self.direction]['crossed'] += 1
if (self.willTurn == 0):
vehiclesNotTurned[self.direction][self.lane].append(self)
self.crossedIndex = len(
vehiclesNotTurned[self.direction][self.lane]) - 1
if (self.willTurn == 1):
if (self.lane == 1):
if (self.crossed == 0 or self.x > stopLines[self.direction]-70):
if ((self.x >= self.stop or (currentGreen == 2 and currentYellow == 0) or self.crossed == 1) and (self.index == 0 or self.x > (vehicles[self.direction][self.lane][self.index-1].x + vehicles[self.direction][self.lane][self.index-1].image.get_rect().width + movingGap) or vehicles[self.direction][self.lane][self.index-1].turned == 1)):
self.x -= self.speed
else:
if (self.turned == 0):
self.rotateAngle += rotationAngle
self.image = pygame.transform.rotate(
self.originalImage, self.rotateAngle)
self.x -= 1
self.y += 1.2
if (self.rotateAngle == 90):
self.turned = 1
vehiclesTurned[self.direction][self.lane].append(
self)
self.crossedIndex = len(
vehiclesTurned[self.direction][self.lane]) - 1
else:
if (self.crossedIndex == 0 or ((self.y + self.image_height) < (vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].y - movingGap))):
self.y += self.speed
elif (self.lane == 2):
if (self.crossed == 0 or self.x > mid[self.direction]['x']):
if ((self.x >= self.stop or (currentGreen == 2 and currentYellow == 0) or self.crossed == 1) and (self.index == 0 or self.x > (vehicles[self.direction][self.lane][self.index-1].x + vehicles[self.direction][self.lane][self.index-1].image.get_rect().width + movingGap) or vehicles[self.direction][self.lane][self.index-1].turned == 1)):
self.x -= self.speed
else:
if (self.turned == 0):
self.rotateAngle += rotationAngle
self.image = pygame.transform.rotate(
self.originalImage, -self.rotateAngle)
self.x -= 1.8
self.y -= 2.5
if (self.rotateAngle == 90):
self.turned = 1
vehiclesTurned[self.direction][self.lane].append(
self)
self.crossedIndex = len(
vehiclesTurned[self.direction][self.lane]) - 1
else:
if (self.crossedIndex == 0 or (self.y > (vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].y + vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].image.get_rect().height + movingGap))):
self.y -= self.speed
else:
if (self.crossed == 0):
if ((self.x >= self.stop or (currentGreen == 2 and currentYellow == 0)) and (self.index == 0 or self.x > (vehicles[self.direction][self.lane][self.index-1].x + vehicles[self.direction][self.lane][self.index-1].image.get_rect().width + movingGap))):
self.x -= self.speed
else:
if ((self.crossedIndex == 0) or (self.x > (vehiclesNotTurned[self.direction][self.lane][self.crossedIndex-1].x + vehiclesNotTurned[self.direction][self.lane][self.crossedIndex-1].image.get_rect().width + movingGap))):
self.x -= self.speed
def Move_up(self):
"""
La función "Move_up" controla el movimiento vertical de los vehículos en función de diversas
condiciones, como cruzar líneas, girar, carriles y señales de tráfico.
"""
if (self.crossed == 0 and self.y < stopLines[self.direction]):
self.crossed = 1
vehicles[self.direction]['crossed'] += 1
if (self.willTurn == 0):
vehiclesNotTurned[self.direction][self.lane].append(self)
self.crossedIndex = len(
vehiclesNotTurned[self.direction][self.lane]) - 1
if (self.willTurn == 1):
if (self.lane == 1):
if (self.crossed == 0 or self.y > stopLines[self.direction]-60):
if ((self.y >= self.stop or (currentGreen == 3 and currentYellow == 0) or self.crossed == 1) and (self.index == 0 or self.y > (vehicles[self.direction][self.lane][self.index-1].y + vehicles[self.direction][self.lane][self.index-1].image.get_rect().height + movingGap) or vehicles[self.direction][self.lane][self.index-1].turned == 1)):
self.y -= self.speed
else:
if (self.turned == 0):
self.rotateAngle += rotationAngle
self.image = pygame.transform.rotate(
self.originalImage, self.rotateAngle)
self.x -= 2
self.y -= 1.2
if (self.rotateAngle == 90):
self.turned = 1
vehiclesTurned[self.direction][self.lane].append(
self)
self.crossedIndex = len(
vehiclesTurned[self.direction][self.lane]) - 1
else:
if (self.crossedIndex == 0 or (self.x > (vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].x + vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].image.get_rect().width + movingGap))):
self.x -= self.speed
elif (self.lane == 2):
if (self.crossed == 0 or self.y > mid[self.direction]['y']):
if ((self.y >= self.stop or (currentGreen == 3 and currentYellow == 0) or self.crossed == 1) and (self.index == 0 or self.y > (vehicles[self.direction][self.lane][self.index-1].y + vehicles[self.direction][self.lane][self.index-1].image.get_rect().height + movingGap) or vehicles[self.direction][self.lane][self.index-1].turned == 1)):
self.y -= self.speed
else:
if (self.turned == 0):
self.rotateAngle += rotationAngle
self.image = pygame.transform.rotate(
self.originalImage, -self.rotateAngle)
self.x += 1
self.y -= 1
if (self.rotateAngle == 90):
self.turned = 1
vehiclesTurned[self.direction][self.lane].append(
self)
self.crossedIndex = len(
vehiclesTurned[self.direction][self.lane]) - 1
else:
if (self.crossedIndex == 0 or (self.x < (vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].x - vehiclesTurned[self.direction][self.lane][self.crossedIndex-1].image.get_rect().width - movingGap))):
self.x += self.speed
else:
if (self.crossed == 0):
if ((self.y >= self.stop or (currentGreen == 3 and currentYellow == 0)) and (self.index == 0 or self.y > (vehicles[self.direction][self.lane][self.index-1].y + vehicles[self.direction][self.lane][self.index-1].image.get_rect().height + movingGap))):
self.y -= self.speed
else:
if ((self.crossedIndex == 0) or (self.y > (vehiclesNotTurned[self.direction][self.lane][self.crossedIndex-1].y + vehiclesNotTurned[self.direction][self.lane][self.crossedIndex-1].image.get_rect().height + movingGap))):
self.y -= self.speed
def move(self):
"""
La función `move` en Python selecciona una dirección de movimiento basada en un diccionario y llama
al método correspondiente.
"""
directios = {
'right': self.Move_right,
'down': self.Move_down,
'left': self.Move_left,
'up': self.Move_up
}
directios[self.direction]()
# Initialization of signals with default values
def initialize():
"""
Esta función inicializa las señales de tráfico con valores aleatorios o predeterminados del
temporizador de señal verde.
"""
minTime = 10
maxTime = 20
if (randomGreenSignalTimer):
ts1 = TrafficSignal(0, defaultYellow, random.randint(minTime, maxTime))
signals.append(ts1)
ts2 = TrafficSignal(ts1.red+ts1.yellow+ts1.green,
defaultYellow, random.randint(minTime, maxTime))
signals.append(ts2)
ts3 = TrafficSignal(defaultRed, defaultYellow,
random.randint(minTime, maxTime))
signals.append(ts3)
ts4 = TrafficSignal(defaultRed, defaultYellow,
random.randint(minTime, maxTime))
signals.append(ts4)
else:
ts1 = TrafficSignal(0, defaultYellow, defaultGreen[0])
signals.append(ts1)
ts2 = TrafficSignal(ts1.yellow+ts1.green,
defaultYellow, defaultGreen[1])
signals.append(ts2)
ts3 = TrafficSignal(defaultRed, defaultYellow, defaultGreen[2])
signals.append(ts3)
ts4 = TrafficSignal(defaultRed, defaultYellow, defaultGreen[3])
signals.append(ts4)
repeat()
# Print the signal timers on Console
def print_traffic_signal_status():
"""
Esta función imprime el estado de cada señal de tráfico en la simulación.
Recorre en iteración una lista de señales e imprime su estado según su color y estado actual.
"""
for i in range(4):
if signals[i] is not None:
signal = signals[i]
signal_number = i + 1
# color actual de la señal y para consola
if i == currentGreen:
color = "YELLOW" if currentYellow == 1 else "GREEN"
else:
color = "RED"
print(
f"{color} TS{signal_number} -> r:{signal.red} y:{signal.yellow} g:{signal.green}")
print()
def repeat():
"""
Esta función de Python controla los tiempos de las señales de tráfico y las transiciones entre las
señales verdes, amarillas y rojas en un bucle.
"""
global currentGreen, currentYellow, nextGreen
# mientras que el temporizador de la señal verde actual no es cero
while (signals[currentGreen].green > 0):
# print_traffic_signal_status()
updateValues()
time.sleep(1)
currentYellow = 1 # set yellow signal on
# Restablecer coordenadas de paradas de carriles y vehículos
for i in range(0, 3):
for vehicle in vehicles[directionNumbers[currentGreen]][i]:
vehicle.stop = defaultStop[directionNumbers[currentGreen]]
# mientras que el temporizador de la señal amarilla actual no es cero
while (signals[currentGreen].yellow > 0):
# print_traffic_signal_status()
updateValues()
time.sleep(1)
currentYellow = 0 # Ajuste la señal amarilla
# Restablecer todos los tiempos de señal de la señal de corriente a tiempos predeterminados/aleatorios
if (randomGreenSignalTimer):
signals[currentGreen].green = random.randint(10, 20)
else:
signals[currentGreen].green = defaultGreen[currentGreen]
signals[currentGreen].yellow = defaultYellow
signals[currentGreen].red = defaultRed
currentGreen = nextGreen # la siguiente señal como señal verde
nextGreen = (currentGreen+1) % noOfSignals # next green signal
# tiempo de señal roja de la siguiente señal de siguiente como (tiempo amarillo + tiempo verde) de la siguiente señal
signals[nextGreen].red = signals[currentGreen].yellow + \
signals[currentGreen].green
repeat()
# Update values of the signal timers after every second
def updateValues():
"""
La función `updateValues` itera a través de un rango de señales y disminuye sus valores verde,
amarillo o rojo según ciertas condiciones.
"""
for i in range(0, noOfSignals):
if (i == currentGreen):
if (currentYellow == 0):
signals[i].green -= 1
else:
signals[i].yellow -= 1
else:
signals[i].red -= 1
# Generating vehicles in the simulation
def generateVehicles():
"""
La función "generar vehículos" selecciona aleatoriamente tipos de vehículos, números de carril,
probabilidades de giro e indicaciones para crear vehículos en intervalos de 1 segundo.
"""
global peakHour
global run_simulation
while peakHour == False:
if run_simulation == False:
break
print("Vehicles are generating", peakHour)
vehicle_type = random.choice(allowedVehicleTypesList)
# Seleccion aleatoria de carril para el vehículo
lane_number = random.randint(1, 2)
# Seleccion aleatoria de giro para el vehículo
will_turn = random.randint(0, 99) < 40 if lane_number in [1, 2] else 0
# Seleccion aleatoria de dirección para el vehículo
temp = random.randint(0, 99)
dist = [25, 50, 75, 100]
direction_number = next(i for i, val in enumerate(dist) if temp < val)
# instacia de vehiculo
Vehicle(lane_number, vehicleTypes[vehicle_type], direction_number,
directionNumbers[direction_number], will_turn)
time.sleep(0.8)
def Traffic_generate():
"""
La función `Traffic_generate` en Python imprime un mensaje en la consola cuando se presiona el botón.
"""
global peakHour
global run_simulation
while peakHour:
if run_simulation == False:
break
print("Traffic is generating", peakHour)
vehicle_type = random.choice(allowedVehicleTypesList)
# Seleccion aleatoria de carril para el vehículo
lane_number = random.randint(1, 2)
# Seleccion aleatoria de giro para el vehículo
will_turn = random.randint(0, 99) < 40 if lane_number in [1, 2] else 0
# Seleccion aleatoria de dirección para el vehículo
temp = random.randint(0, 99)
dist = [25, 50, 75, 100]
direction_number = next(i for i, val in enumerate(dist) if temp < val)
# instacia de vehiculo
Vehicle(lane_number, vehicleTypes[vehicle_type], direction_number,
directionNumbers[direction_number], will_turn)
time.sleep(0.1)
def showStats():
"""
La función `showStats` calcula y muestra el número total de vehículos que han cruzado en cada
dirección y el tiempo total transcurrido.
"""
totalVehicles = 0
print('Direction-wise Vehicle Counts')
for i in range(0, 4):
if (signals[i] != None):
print(
f"Direction {i+1}: {vehicles[directionNumbers[i]]['crossed']} vehicles crossed")
totalVehicles += vehicles[directionNumbers[i]]['crossed']
print('Total vehicles passed:', totalVehicles)
print('Total time:', timeElapsed)
def simTime():
"""
La función `simTime` incrementa `timeElapsed` en 1 cada segundo hasta llegar a `simulationTime`,
momento en el que muestra estadísticas y sale del programa.
"""
global timeElapsed, simulationTime, run_simulation
while (True):
timeElapsed += 1
time.sleep(1)
if (timeElapsed == simulationTime):
showStats()
run_simulation = False
try:
os._exit(1)
finally:
show_results()
def Thread_generate_traffic():
"""
La función `Thread_generate_traffic` en Python crea un hilo para generar tráfico en la simulación.
"""
thread1 = threading.Thread(
name="generateTraffic",
target=Traffic_generate,
args=()
)
thread1.daemon = True
thread1.start()
def Thread_generate_vehicle():
"""
La función `Thread_generate_vehicle` en Python crea un hilo para generar vehículos en la simulación.
"""
thread2 = threading.Thread(
name="generateVehicles",
target=generateVehicles,
args=()
)
thread2.daemon = True
thread2.start()
def show_results():
"""
La función `show_results` en Python muestra los resultados de la simulación en una ventana emergente.
"""
copy_simulation_vehicle = simulation_vehicle.copy()
if len(copy_simulation_vehicle) >= 2:
# Obtiene un índice aleatorio para 'lider' (excluyendo el primer elemento)
lider = random.randint(1, len(copy_simulation_vehicle) - 1)
# Obtiene 'seguidor' como el índice anterior a 'lider'
seguidor = lider - 1
type_vehicle = random.choice(allowedVehicleTypesList)
presentation_result.exec_all_plots(
simulation_vehicle=copy_simulation_vehicle,
lider=lider,
seguidor=seguidor,
type_vehicle=vehicleTypes[type_vehicle],
speeds=speeds,
simulationTime=simulationTime
)
class Main:
global allowedVehicleTypesList
global peakHour
global run_simulation
i = 0
# El código itera sobre un diccionario "allowedVehicleTypes" y verifica si el valor de cada clave es
# Verdadero. Si el valor es Verdadero, agrega la clave correspondiente a `allowedVehicleTypesList`.
for vehicleType in allowedVehicleTypes:
if (allowedVehicleTypes[vehicleType]):
allowedVehicleTypesList.append(i)
i += 1
# Inicialización de la simulación
thread1 = threading.Thread(
name="initialization", target=initialize, args=()) # initialization
thread1.daemon = True
thread1.start()
# Colours
black = (0, 0, 0)
white = (255, 255, 255)
# Screensize
screenWidth = 1400
screenHeight = 800
screenSize = (screenWidth, screenHeight)
# Cargar las imágenes del botón
button_image1 = pygame.image.load('images/buttons/buttonGo_small.png')
button_image2 = pygame.image.load('images/buttons/buttonStop3_small.png')
button_info = pygame.image.load('images/buttons/infoBlue.png')
button_info = pygame.transform.scale(button_info, (100, 100))
# Coordenadas del botón (parte superior izquierda de la pantalla)
button_rect = button_image1.get_rect(topleft=(screenWidth - button_image1.get_width(), 0))
# Coordenadas del boton de informacion
button_info_rect = button_info.get_rect(topleft=(screenWidth - button_image1.get_width() - 100, 10))
# Estado del botón
button_state = 0
# Setting background image i.e. image of intersection
background = pygame.image.load('images/Av_casanovaV2.png')
screen = pygame.display.set_mode(screenSize)
pygame.display.set_caption("SIMULATION")
# Loading signal images and font
redSignal = pygame.image.load('images/signals/red.png')
yellowSignal = pygame.image.load('images/signals/yellow.png')
greenSignal = pygame.image.load('images/signals/green.png')
font = pygame.font.Font(None, 30)
# threads (hilos de ejecucion) for generating vehicles and time of simulation
# Generating vehicles
Thread_generate_vehicle()
# Time of simulation
# FISCAL DE TRANSITO
thread3 = threading.Thread(
name="simTime",
target=simTime,
args=()
)
thread3.daemon = True
thread3.start()
def rotate(image, angle: float):
return pygame.transform.rotate(image, angle)
# Main loop (while mientras el programa este corriendo)
while run_simulation:
for event in pygame.event.get():
if event.type == pygame.QUIT:
showStats()
run_simulation = False
try:
sys.exit()
finally:
show_results()
elif event.type == pygame.MOUSEBUTTONDOWN:
# Verificar si el botón fue presionado
if button_rect.collidepoint(event.pos):
# Cambiar el estado del botón
button_state = 1 - button_state
# Ejecutar la función
if button_state == 1:
peakHour = True
Thread_generate_traffic()
else:
peakHour = False
Thread_generate_vehicle()
# Verificar si el botón fue presionado
elif button_info_rect.collidepoint(event.pos):
# Ejecutar la función
run_simulation = False
show_results()
screen.blit(background, (0, 0)) # display background in simulation
# Mostrar el botón correcto según el estado
if button_state == 0:
# display the button
screen.blit(button_image1, button_rect.topleft)
else:
# display the button
screen.blit(button_image2, button_rect.topleft)
# display the button
screen.blit(button_info, button_info_rect.topleft)
# display signal and set timer according to current status: green, yello, or red
for i in range(0, noOfSignals):
if (i == currentGreen):
if (currentYellow == 1):
signals[i].signalText = signals[i].yellow
screen.blit(rotate(yellowSignal,signal_rotation[i]), signalCoods[i])
else:
signals[i].signalText = signals[i].green
screen.blit(rotate(greenSignal,signal_rotation[i]), signalCoods[i])
else:
if (signals[i].red <= 10):
signals[i].signalText = signals[i].red
else:
signals[i].signalText = "STOP"
screen.blit(rotate(redSignal,signal_rotation[i]), signalCoods[i])
signalTexts = ["", "", "", ""]
# display signal timer
for i in range(0, noOfSignals):
signalTexts[i] = font.render(
str(signals[i].signalText),
True,
white,
black
)
screen.blit(signalTexts[i], signalTimerCoods[i])
# display vehicle count
# ver cuantos vehiculos han cruzado
for i in range(0, noOfSignals):
displayText = vehicles[directionNumbers[i]]['crossed']
vehicleCountTexts[i] = font.render(
str(displayText),
True,
black,
white
)
screen.blit(vehicleCountTexts[i], vehicleCountCoods[i])
# display time elapsed
# ver tiempo de simulacion
timeElapsedText = font.render(
(f"Time Elapsed: {str(timeElapsed)}"),
True,
black,
white
)
screen.blit(timeElapsedText, timeElapsedCoods)
# display the vehicles
# aqui es donde se determina al vehiculo
# que se mueva en alguna direccion
for vehicle in simulation:
screen.blit(vehicle.image, [vehicle.x, vehicle.y])
simulation_vehicle.append(vehicle)
vehicle.move()
pygame.display.update()