本文整理汇总了Python中PriorityQueue.PriorityQueue.remove方法的典型用法代码示例。如果您正苦于以下问题:Python PriorityQueue.remove方法的具体用法?Python PriorityQueue.remove怎么用?Python PriorityQueue.remove使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PriorityQueue.PriorityQueue
的用法示例。
在下文中一共展示了PriorityQueue.remove方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: astar
# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import remove [as 别名]
def astar(start, successors, goal, g, h):
path = []
states = PriorityQueue()
firststate = start
states.put((-g(firststate) - h(firststate), firststate))
i = 0
nexti = 1
while True:
i += 1
# if i == 40000:
# return (0, None)
if i == nexti:
nexti += 1 # 3*len(states)
curbest = states.top()[1]
print "%8d: # states: %5d, h of best state: %5d" % (i, len(states), h(curbest))
print "\tcurrent top: score = %6d; %r" % (g(curbest) + h(curbest), curbest)
try:
if goal(states.top()[1]):
print i
return (states.top()[1], g(states.top()[1]))
except IndexError:
return (0, None)
best = states.top()[1]
states.pop()
for s in successors(best):
prev = [x for x in states if x[1] == s]
# if len(prev)>0:print prev[0][1]
# print s
if len(prev) > 0 and g(s) < g(prev[0][1]):
states.remove(prev[0])
if len(prev) > 0:
continue
states.put((-g(s) - h(s), s))
示例2: astar
# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import remove [as 别名]
def astar(start, successors, goal, g, h):
path = []
states = PriorityQueue()
firststate = (start,None)
states.put((-g(firststate) - h(firststate), firststate))
i = 0
while True:
i += 1
if i % 2500 == 0:
print '%8d: # states: %5d, h of best state: %5d' % \
(i, len(states), min(h(state[1]) for state in states))
try:
if goal(states.top()[1]):
return g(states.top()[1]), getpath(states.top()[1])
except IndexError:
return None
best = states.top()[1]
states.pop()
for s in successors(best):
prev = [x for x in states if x[1][0] == s]
s = (s, best)
#if len(prev)>0:print prev[0][1]
#print s
if len(prev) > 0 and g(s) < g(prev[0][1]):
states.remove(prev[0])
if len(prev) > 0:
continue
states.put((-g(s) - h(s), s))
示例3: main
# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import remove [as 别名]
def main():
tasks = Dispenser(why_not)
time = 0
cmd, args = get_cmd( COMMANDS )
while cmd != QUIT_CMD:
if cmd == TICK_CMD:
time += 1
if not tasks.isEmpty():
current = tasks.peek()
current.time_left -= 1
if current.time_left == 0:
print( "\nTask '" + current.name + \
"' completed at time " + str( time ) + "." )
tasks.remove()
if not tasks.isEmpty():
print( "New task is '" + tasks.peek().name + "'." )
else:
print( "Nothing else to do." )
else:
print( "Nothing to do." )
elif cmd == ADD_CMD:
new_task = Task( args[ 0 ], int( args[ 1 ] ) )
tasks.insert( new_task )
print( "\nAdded. Current task is '" + tasks.peek().name + \
"'." )
else:
assert True, "PROGRAM ERROR"
cmd, args = get_cmd( COMMANDS )
print( "\nTerminating the simulation." )
示例4: __init__
# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import remove [as 别名]
class Game:
""" Defines a running instance of a Murder Mystery.
Handles the initialization of the various game states.
"""
def __init__(self, abilities, players):
self.gm = players[0]
self.errorAbility = ErrorAbility()
self.eventQueue = PriorityQueue()
self.parser = Parser()
self.inbox = Inbox()
self.outbox = Outbox()
self.players = {}
for player in players[1:]:
self.players[player.getName().lower()] = player
self.abilities = {}
for ability in abilities:
self.abilities[ability.getName().lower()] = ability
def getGameMaster(self):
return self.gm
def addEvent(self, event):
""" Schedules an event to be run.
"""
self.eventQueue.put(event)
def addEvents(self, events):
""" Schedules a list of events to be run.
"""
if(events):
for event in events:
self.eventQueue.put(event)
def removeEvent(self, event):
""" Removes a specific event from the priority queue
"""
self.eventQueue.remove(event)
def getOutbox(self):
return self.outbox
def isValidAbility(self, name):
return name.lower() in self.abilities
def getAbility(self, name):
return self.abilities[name.lower()]
def getAbilityNames(self):
return self.abilities.keys()
def isValidPlayer(self, name):
return name.lower() in self.players
def getPlayer(self, name):
return self.players[name.lower()]
def getPlayerNames(self):
return self.players.keys()
def removePlayer(self, name):
if( self.isValidPlayer(name) ):
del self.players[name.lower()]
def run(self):
""" Run the game, and Don't stop.
Ever.
"""
print "Starting the main loop!"
while( True ):
self.step()
time.sleep(5)
def step(self):
""" Perform one step of the game logic.
You need to call this repeatedly to make the game run.
"""
#process incoming messages
newMessages = self.inbox.poll()
commands = self.parser.parse(self.abilities.values(), newMessages, self.errorAbility)
for (sender,ability,args) in commands:
print "Handling '"+ability.getName()+"' for '"+sender+"'"
for player in self.players.values():
if( player.getContact() == sender ):
print "\tRunning the ability!"
self.addEvents(ability.getEventsFor(self, player, args))
break
#Process the queue of events
while( not self.eventQueue.empty() ):
event = self.eventQueue.get()
if( event.when() < datetime.now() ):
print "Performing an event"
self.addEvents(event.perform(self))
else:
#Doesn't support peeking, so shove it back in the queue if it
#shouldn't happen yet
self.eventQueue.put(event)
break