Parking/Assets/Scripts/ParkingManager.cs

357 lines
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C#
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using System;
using System.Collections.Generic;
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using System.Linq;
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using TMPro;
using UnityEngine;
namespace Parking
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{
public class ParkingManager : MonoBehaviour
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{
public const float Width = 68;
public const float Height = 29;
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public static ParkingManager Instance;
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private static readonly TimeSpan StartTime = TimeSpan.FromHours(5) + TimeSpan.FromMinutes(45);
private static readonly TimeSpan EndTime = TimeSpan.FromHours(17) + TimeSpan.FromMinutes(15);
private static TimeSpan _currentTime = StartTime;
[SerializeField] private int stepTime = 15;
[SerializeField] private TextMeshProUGUI timeText;
[SerializeField] public TextMeshProUGUI countsText;
[SerializeField] public TextMeshProUGUI rejectedText;
[SerializeField] public GameObject spotPrefabA;
[SerializeField] public GameObject spotPrefabB;
[SerializeField] public GameObject spotPrefabC;
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[SerializeField] public GameObject spotPrefabD;
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[SerializeField] public GameObject carPrefab;
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private readonly float[] _spotHeights = {3.5f, 4f, 5f, 7.5f};
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private readonly List<List<Spot>> _spotMap = new()
{new List<Spot>(), new List<Spot>(), new List<Spot>(), new List<Spot>()};
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private int _initialConfigurationSpotCount;
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private int[] _rejectedDrivers = {0, 0, 0, 0};
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private void Awake()
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{
Instance = this;
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}
private void Start()
{
timeText.text = _currentTime.ToString();
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rejectedText.text = $"Małe: {_rejectedDrivers[0]} Średnie: {_rejectedDrivers[1]} " +
$"Duże: {_rejectedDrivers[2]}";
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DataImporter.ReadFile("Assets/Data/Tablica1.csv");
InitialConfigurationGenerator generator = new();
ArrangeSpots(generator.FindSolution());
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ReserveInitialSpots();
}
private void ReserveInitialSpots()
{
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for (var j = 3; j >= 0; j--)
foreach (Spot spot in _spotMap[j]) {
spot.Reserved = false;
spot.ReservedPriority = 0;
}
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for (var i = 0; i < Math.Min(DataImporter.Drivers.Count, _initialConfigurationSpotCount); i++) {
bool found = false;
// Find spot
for (var j = 3; j >= 0 && !found; j--)
foreach (Spot spot in _spotMap[j])
if (spot.Size == DataImporter.Drivers[i].Size && !spot.Reserved) {
spot.Reserved = true;
spot.ReservedPriority = DataImporter.Drivers[i].Priority;
found = true;
break;
}
}
// Find spot
for (var j = 3; j >= 0; j--)
foreach (Spot spot in _spotMap[j])
if (!spot.Reserved && spot.Size != Size.D)
Debug.Log("Spot not reserved");
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}
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public void AdvanceTime()
{
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// Update time
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_currentTime += TimeSpan.FromMinutes(stepTime);
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if (_currentTime > EndTime) {
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_currentTime = StartTime;
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ReserveInitialSpots();
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ResetDrivers();
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_rejectedDrivers = new[] {0, 0, 0, 0};
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rejectedText.text = $"Małe: {_rejectedDrivers[0]} Średnie: {_rejectedDrivers[1]} " +
$"Duże: {_rejectedDrivers[2]}";
timeText.text = _currentTime.ToString();
return;
}
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timeText.text = _currentTime.ToString();
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foreach (Driver driver in DataImporter.Drivers) {
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// TODO: Check if car can stay before other reservation - may not work for priority-based reservations
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var triesToPark = _currentTime <= driver.Times[3].TimeOfDay && _currentTime > driver.Times[2].TimeOfDay;
var leftTheParking = _currentTime > driver.Times[3].TimeOfDay && driver.Parked;
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bool reservedButTimedout =
(_currentTime - driver.Times[0].TimeOfDay).TotalMinutes > driver.UpdateInterval &&
GetReservedSpotCount(driver.Priority, driver.Size) > 0
&& !driver.Parked && !driver.Rejected && _currentTime <= driver.Times[3].TimeOfDay;
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if (triesToPark && !driver.Parked && !driver.Rejected) {
if (!PlaceCarOnParking(driver)) {
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Debug.Log($"Placing failed for car {driver.Number}");
driver.Rejected = true;
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_rejectedDrivers[(int) driver.Size]++;
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rejectedText.text = $"Małe: {_rejectedDrivers[0]} Średnie: {_rejectedDrivers[1]} " +
$"Duże: {_rejectedDrivers[2]}";
}
}
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else if (leftTheParking) {
driver.Spot.Reserved = false;
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driver.Reset();
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} else if (reservedButTimedout) {
Debug.Log($"Reserved but timed out driver {driver.Number}");
driver.Rejected = true;
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}
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}
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ReconfigureSpots();
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}
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private void ResetDrivers()
{
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foreach (Driver driver in DataImporter.Drivers){
if (driver.Spot != null) {
driver.Spot.Reserved = false;
driver.Spot.ReservedPriority = 0;
}
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driver.Reset();
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}
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}
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private int GetReservedSpotCount(int priority, Size size)
{
int count = 0;
foreach (List<Spot> list in _spotMap) {
foreach (Spot spot in list) {
if (spot.Size == size && spot.Reserved && spot.ReservedPriority == priority)
count++;
}
}
return count;
}
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private bool FindReservedSpot(Driver driver, out Spot spot)
{
foreach (var list in _spotMap)
foreach (Spot spot1 in list)
if (spot1.Reserved && spot1.ReservedPriority == driver.Priority) {
spot = spot1;
return true;
}
spot = new Spot();
return false;
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}
private bool PlaceCarOnParking(Driver driver)
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{
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if (FindReservedSpot(driver, out Spot reservedSpot)) {
if (reservedSpot.Free) {
PlaceDriverOnSpot(driver, reservedSpot);
return true;
}
else
Debug.Log("Spot should be reserved but is taken");
}
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foreach (var t in _spotMap)
foreach (Spot spot in t) {
var spotAvailable = spot.Size == driver.Size && spot.Free &&
(spot.ParkingDirection == driver.ParkingPreference ||
spot.ParkingDirection == ParkingPreference.Any)
&& !spot.Reserved;
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if (spotAvailable) {
PlaceDriverOnSpot(driver, spot);
return true;
}
}
foreach (var t in _spotMap)
foreach (Spot spot in t)
if (spot.Size == driver.Size && spot.Free && !spot.Reserved) {
PlaceDriverOnSpot(driver, spot);
return true;
}
return false;
}
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private void PlaceDriverOnSpot(Driver driver, Spot spot)
{
spot.Free = false;
spot.Reserved = false;
driver.Spot = spot;
driver.Parked = true;
driver.GameObject = Instantiate(carPrefab, spot.GameObject.transform, true);
driver.GameObject.GetComponentInChildren<TextMeshProUGUI>().text = driver.Number.ToString();
driver.GameObject.GetComponentInChildren<TextMeshProUGUI>().transform.rotation =
Quaternion.Euler(new Vector3(0, 0, spot.Flipped ? 180 : 0));
driver.GameObject.transform.position = spot.GameObject.transform.position;
driver.GameObject.transform.rotation =
Quaternion.Euler(new Vector3(0, 0, spot.Flipped ? 180 : 0));
}
public void UpdateText(string text)
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{
countsText.text = text;
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}
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private void ReconfigureSpots()
{
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var freeSpots = GetFreeSpotCount();
var nextCars = GetNextCars(10);
int[] plannedSpots = {0, 0, 0, 0};
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foreach (Driver driver in nextCars)
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plannedSpots[(int) driver.Size]++;
int[] neededSpots = {0, 0, 0, 0};
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for (var i = 0; i < neededSpots.Length; i++)
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neededSpots[i] = Math.Max(plannedSpots[i] - freeSpots[i], 0);
if (neededSpots.Sum() > 5) {
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Debug.Log($"Needed spots = {neededSpots[0]} {neededSpots[1]} {neededSpots[2]} {neededSpots[3]}");
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Debug.Log("Attempting reconfiguration...");
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}
}
private int[] GetFreeSpotCount()
{
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int[] freeSpots = {0, 0, 0, 0};
foreach (var t in _spotMap)
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foreach (Spot spot in t)
if (spot.Free)
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freeSpots[(int) spot.Size]++;
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return freeSpots;
}
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private List<Driver> GetNextCars(int n)
{
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var nextCars = new List<Driver>();
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TimeSpan updatedTime = _currentTime + TimeSpan.FromMinutes(stepTime);
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while (nextCars.Count < n && updatedTime < EndTime) {
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foreach (Driver driver in DataImporter.Drivers)
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if (updatedTime <= driver.Times[1].TimeOfDay &&
updatedTime > driver.Times[0].TimeOfDay &&
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!driver.Parked && !driver.Rejected && !nextCars.Contains(driver))
nextCars.Add(driver);
updatedTime += TimeSpan.FromMinutes(stepTime);
}
return nextCars;
}
private void ArrangeSpots(int[,] spotsCreated)
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{
var spotMap = GenerateSpotMap(spotsCreated);
var maxP3 = spotMap[2].Count == 0 ? 0 : _spotHeights[(int) spotMap[2].Max().Size];
var maxP2 = spotMap[1].Count == 0 ? 0 : _spotHeights[(int) spotMap[1].Max().Size];
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for (var i = 0; i < 4; i++) {
float currentY;
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switch (i) {
case 0:
currentY = -Height / 2.0f + 2f;
break;
case 1:
currentY = Height / 2 - 5.5f - 5f - maxP3 / 2.0f - maxP2;
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break;
case 2:
currentY = Height / 2 - 5.5f - 5f - maxP3 / 2.0f;
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break;
case 3:
currentY = Height / 2.0f - 2f;
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break;
default:
currentY = -10;
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break;
}
float currentX;
if (i != 0) currentX = -Width / 2f - 2.25f / 2f + 2.25f;
else currentX = -Width / 2f + 5.5f - 2.25f / 2f + 2.25f + 1.75f;
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var flipped = false;
var parkingFromTop = i % 2 != 0;
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for (var j = 0; j < spotMap[i].Count; j++) {
spotMap[i][j].Flipped = flipped;
var alignTop = i % 2 != 0;
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switch (spotMap[i][j].Size) {
case Size.A:
spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabA);
spotMap[i][j].GameObject.transform.position = new Vector3(currentX, currentY, 0);
break;
case Size.B:
spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabB);
spotMap[i][j].GameObject.transform.position =
new Vector3(currentX, currentY + (alignTop ? -1 : 1) * 0.25f, 0);
break;
case Size.C:
spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabC);
spotMap[i][j].GameObject.transform.position =
new Vector3(currentX, currentY + (alignTop ? -1 : 1) * 0.5f, 0);
break;
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case Size.D:
spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabD);
spotMap[i][j].GameObject.transform.position =
new Vector3(currentX, currentY - 2.0f, 0);
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break;
}
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spotMap[i][j].GameObject.transform.rotation =
Quaternion.Euler(new Vector3(0, 0, spotMap[i][j].Flipped ? 180 : 0));
var frontalParking = !parkingFromTop ^ flipped;
spotMap[i][j].ParkingDirection = frontalParking ? ParkingPreference.Front : ParkingPreference.Back;
currentX += 2.25f;
flipped = !flipped;
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}
}
}
private List<List<Spot>> GenerateSpotMap(int[,] spotsCreated)
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{
for (var i = 0; i < 4; i++)
for (var j = 0; j < spotsCreated.GetLength(1); j++)
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for (var k = 0; k < spotsCreated[i, j]; k++) {
_spotMap[i].Add(new Spot((Size) j, false));
_initialConfigurationSpotCount++;
}
_spotMap[0].Sort((a, b) => a.Size.CompareTo(b.Size)); // ascending sort
_spotMap[1].Sort((a, b) => b.Size.CompareTo(a.Size)); // descending sort
_spotMap[2].Sort((a, b) => b.Size.CompareTo(a.Size)); // descending sort
_spotMap[3].Sort((a, b) => a.Size.CompareTo(b.Size)); // ascending sort
_spotMap[2].Add(new Spot(Size.D, false));
return _spotMap;
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}
}
}