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weapons_reload_sim's Issues

Improve implementation of Reload Team Reload Rates

Is your feature request related to a problem? Please describe.
Reload team reload rates should be weapons/hour. Right now they are per customer, regardless of how many weapons it requires.

Describe the solution you'd like

Describe alternatives you've considered

Additional context

Bases should generate their own queue and resource

Is your feature request related to a problem? Please describe.
The Base class should generate their own queue and resource.

Describe the solution you'd like
The Base class' __init__ method should create the queue and the resource. It could use the base's name (or some permutation thereof) as the name of the queue/resource.

Describe alternatives you've considered

Additional context

Implement supplier unload time when delivering to a base

Is your feature request related to a problem? Please describe.
Right now, suppliers instantly drop off all of the resources they deliver. Implement some delay/unload rate.

Describe the solution you'd like

Describe alternatives you've considered

Additional context

Make multiple, representative bases

Is your feature request related to a problem? Please describe.

Describe the solution you'd like

Describe alternatives you've considered

Additional context

Interaction between Bases, Consumers, and Suppliers is off

Describe the bug
Need to deconflict Bases, Consumers, and Suppliers. Current behavior results in arriving Suppliers short-circuiting Base and Consumer hold times which are meant to represent reload time.

Suppliers' 1 hour hold to represent unloading weapons at a specified rate is causing the Base to activate() and pop Consumers out of line earlier than they should.

To Reproduce
Steps to reproduce the behavior:

  1. Run the simulation with the following settings:
  • Consumers:
    • n_consumed = 25
    • 'gen_time': list(range(10, 50, 5))
  • Suppliers:
    • n_supplied = 100
    • 'gen_time': [55]

Expected behavior
Consumers load at their specified rate, Suppliers unload at their specified rate

Screenshots
weapons_reload_bug_20210126

Expected Fix
Create loading and unloading queues for the base to deconflict Consumers and Suppliers

Desktop (please complete the following information):

  • OS: [e.g. iOS]
  • Browser [e.g. chrome, safari]
  • Version [e.g. 22]

Smartphone (please complete the following information):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • Browser [e.g. stock browser, safari]
  • Version [e.g. 22]

Additional context
Add any other context about the problem here.

Consumer waiting in line aren't served until another consumer arrives

Describe the bug
If:

  • Consumers are in the queue waiting on resources, then
  • A supplier arrives bringing resources

Then:

  • The consumers do not pop out of queue and get resources until another consumer arrives

To Reproduce
Steps to reproduce the behavior:

  1. Run the model with the following inputs:
  • DDG_GENERATION_TIMES = list(range(1, 300, 50))
  • TAKE_GENERATION_TIMES = list(range(500, 2000, 500))

Expected behavior
Consumers in queue should pop and get resources anytime resources are >= what the first consumer in queue requests.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. iOS]
  • Browser [e.g. chrome, safari]
  • Version [e.g. 22]

Smartphone (please complete the following information):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • Browser [e.g. stock browser, safari]
  • Version [e.g. 22]

Additional context
Add any other context about the problem here.

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