131 lines
5.0 KiB
Python
131 lines
5.0 KiB
Python
from __future__ import annotations
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from typing import TYPE_CHECKING
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from pydantic import BaseModel
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from typing import Any, List
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from pulp import LpProblem, LpVariable, LpStatus, lpSum
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import logging
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from helpers import service_helper, irt_helper
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from models.solution import Solution
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from models.item import Item
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from models.bundle import Bundle
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from lib.errors.item_generation_error import ItemGenerationError
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if TYPE_CHECKING:
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from models.solver_run import SolverRun
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class Problem(BaseModel):
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items: List[Item]
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bundles: List[Bundle]
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problem: Any
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solver_items_var: Any = None
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solver_bundles_var: Any = None
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def __init__(self, **data) -> None:
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super().__init__(**data)
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# setup common Solver variables
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self.solver_items_var = LpVariable.dicts("Item",
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[item.id for item in self.items],
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lowBound=0,
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upBound=1,
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cat='Binary')
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self.solver_bundles_var = LpVariable.dicts("Bundle",
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[bundle.id for bundle in self.bundles],
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lowBound=0,
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upBound=1,
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cat='Binary')
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def solve(self, solver_run: SolverRun) -> LpProblem:
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logging.info('solving problem...')
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# if we allow enemies, go through the normal solving process
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if solver_run.allow_enemies:
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logging.info('enemes allowed, so just solving')
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self.problem.solve()
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# otherwise begin the process of filtering enemies
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else:
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self.problem.solve()
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# however, if the solve was infeasible, kick it back
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# to the normal process
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if LpStatus[self.problem.status] == 'Infeasible':
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return self.problem
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# otherwise continue
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else:
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# get items from solution
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solved_items, _ = service_helper.solution_items(self.problem.variables(), solver_run)
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sacred_ids = []
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enemy_ids = []
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# get all enemies
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for item in solved_items:
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# if it has enemies, check if it exists as part of the solved items
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for enemy_id in item.enemies:
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# if it does, it's a true enemy
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if enemy_id in (item.id for item in solved_items):
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enemy_ids.append(enemy_id)
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# remove enemy from solved items,
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# lest it has this sacred item added to enemies
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solved_items = [i for i in solved_items if i.id != enemy_id]
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# the item is cleansed, now it's sacred
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sacred_ids.append(item.id)
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if enemy_ids:
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logging.info('enemies found, adding constraints...')
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# remove old enemy/sacred constraints
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self.problem.constrants.pop('Exclude_enemy_items')
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self.problem.constrants.pop('Include_sacred_items')
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# add constraint to not allow enemy items
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self.problem += lpSum([
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len(bundle.find_items(enemy_ids)) * self.solver_bundles_var[bundle.id]
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for bundle in self.bundles
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] + [
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(item.id in enemy_ids) * self.solver_items_var[item.id]
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for item in self.items
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]) == 0, 'Exclude enemy items'
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# add constraint to use sacred items
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self.problem += lpSum([
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len(bundle.find_items(sacred_ids)) * self.solver_bundles_var[bundle.id]
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for bundle in self.bundles
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] + [
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(item.id in sacred_ids) * self.solver_items_var[item.id]
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for item in self.items
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]) == len(sacred_ids), 'Include sacred items'
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# recursively solve until no enemies exist or infeasible
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logging.info('recursively solving...')
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self.solve(solver_run)
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return self.problem
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def generate(self, solution: Solution, solver_run: SolverRun) -> None:
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try:
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# creating problem objective function
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solver_run.objective_function.for_problem(self)
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logging.info('Creating Constraints...')
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# generic constraints
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for constraint in solver_run.constraints:
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constraint.build(self, solver_run=solver_run, solution=solution)
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# irt target constraints
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for target in solver_run.objective_function.all_targets():
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target.constraints(self, solver_run)
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logging.info('Constraints Created...')
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except ValueError as error:
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logging.error(error)
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raise ItemGenerationError(
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error.msg,
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error.args[0])
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