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Store

Places an agent inside a cell of a given Storage or a Storage System. Upon agent entering, the Store block looks for an available storage cell to place the agent and reserves this cell. After reservation, the agent moves to occupy the cell. The agent can move independently or wait for a specified resource or transporter.

There are several policies that describe how the cell is reserved for storage:

  • According to storage — the block reserves the next available cell according to the rack type
  • Random available — the block reserves an available cell at the deepest position in a randomly selected rack and slot
  • Specific slot — user specifies the slot where the block will reserve an available cell at the deepest position. You can use API of the Storage space markup element to obtain the slot.

If resources or transporters are used to move the agent, Store seizes them, brings to the agent location, attaches to the agent, moves the agent to the cell, and then releases the resources. Alternatively, you can skip using resources or transporters altogether and use Delay block to specify a timeout instead of detailed storage process.

You can model the placement of the agent (material item) inside the rack at different levels of abstraction. One option is to bring the agent (material item) to the reserved cell. In this case the agent reaches the cell taking into account the Rack type and the Speed inside slot properties of the Storage element. If the cell is located on upper shelves, you can even specify Elevation speed for vertical movement in the aisle.

The other option is less detailed. The agent reaches the place in the aisle in front of the reserved slot at ground level. The movement inside the slot itself is not modeled, instead the agent "jumps" to the reserved cell after the specified Storing time timeout. The rack type doesn't affect the movement.

Properties

Agents move
Here you can define how the agent reaches the storage:
by transporters — the agent is carried by a transporter
by resources — the agent is carried by a resource
independently — the agent moves on its own
Syntax: RackResourceType resourceType
Valid values:
Store.RESOURCE_TRANSPORTER
Store.RESOURCE_PML
Store.RESOURCE_NONE
Fleet
[Visible and applies only if Agents move: by transporters]
Here you can specify a fleet that provides transporters to carry the agents to the storage.
Type of value: TransporterFleet
Local variable: T agent — agent (material item)
Resource pool
[Visible and applies only if Agents move: by resources]
Here you define a set of the required resources.
Type of value: ResourcePool
Local variable: T agent — agent (material item)
Loading time
[Visible and applies only if Agents move: by transporters]
The time required to load the agent (material item) onto the transporter.
Type of value: double
Local variable: T agent — agent (material item)
Pickup location is
[Visible and applies only if Agents move: by transporters]
Defines the location where the transporter picks up the agent (material agent). The location can be represented by:
Agent — transporter is sent to the current agent location
Node — transporter is sent to the specified network node
Attractor — transporter is sent to the specified attractor
Path — transporter is sent to the specified path
Conveyor — transporter is sent to the specified conveyor
Position on conveyor — transporter is sent to the specified position on conveyor
Conveyor station — transporter is sent to the specified station
(x, y, z) — transporter is sent to the point with the specified coordinates
Syntax: SeizeTransporter.DestinationType seizeDestinationType
Set new value at runtime: set_seizeDestinationType(new value)
Valid values:
Store.PICKUP_AGENT
Store.PICKUP_NODE
Store.PICKUP_ATTRACTOR
Store.PICKUP_PATH
Store.PICKUP_CONVEYOR
Store.PICKUP_POSITION_ON_CONVEYOR
Store.PICKUP_CONVEYOR_STATION
Store.PICKUP_XYZ
Node
[Visible and applies only if Pickup location is: Node]
The network node the transporter will move to.
Type of value: Node
Local variables:
T agent — agent (material item)
Agent unit — transporter
Attractor
[Visible and applies only if Pickup location is: Attractor]
The attractor the transporter will move to.
Type of value: Attractor
Local variables:
T agent — agent (material item)
Agent unit — transporter
Path
[Visible and applies only if Pickup location is: Path]
The path the transporter will move to.
Type of value: Path
Local variables:
T agent — agent (material item)
Agent unit — transporter
Conveyor
[Visible and applies only if Pickup location is: Conveyor]
The conveyor the transporter will move to.
Type of value: ConveyorPath
Local variables:
T agent — agent (material item)
Agent unit — transporter
Offset from
[Visible and applies only if Pickup location is: Path or Conveyor]
Defines how to calculate the offset of the exact point on a path or a conveyor the transporter will move to: from The beginning of the conveyor/path, or from The end of the conveyor/path.
Type of value: boolean
Local variables:
T agent — agent (material item)
Agent unit — transporter
Offset
[Visible and applies only if Pickup location is: Path or Conveyor]
The distance from the start or end point of the path/conveyor (depends on the Offset from parameter) defining the exact destination point for the transporter.
Type of value: double
Local variables:
T agent — agent (material item)
Agent unit — transporter
Position on conveyor
[Visible and applies only if Pickup location is: Position on conveyor]
The position on conveyor the transporter will move to.
Type of value: PositionOnConveyor
Local variables:
T agent — agent (material item)
Agent unit — transporter
Conveyor station
[Visible and applies only if Pickup location is: Conveyor station]
The station the transporter will move to.
Type of value: ConveyorStation
Local variables:
T agent — agent (material item)
Agent unit — transporter
X, Y, Z
[Visible and applies only if Pickup location is: (x, y, z)]
X, Y, Z coordinates of the point the transporter will move to.
Type of value: double
Local variables:
T agent — agent (material item)
Agent unit — transporter
... located in
[Visible and applies only if Destination is: (x, y, z)]
Specifies where the transporter will be added to after the release: either Level or Network.
Type of value: boolean destinationInNetwork
Default value: false
Level
[Visible and applies only if ...located in: Level]
The level the transporter will be added to once it is released.
Type of value: Level
Local variables:
T agent — agent (material item)
Agent unit — transporter
Network
[Visible and applies only if ...located in: Network]
The network the transporter will be added to once it is released.
Type of value: INetwork
Local variables:
T agent — agent (material item)
Agent unit — transporter
Slotting policy
Here you can choose how the block will select a slot where the agent should be stored. The following options are available:
According to storage — the block reserves the next available cell according to the rack type
Random available — the block reserves the deepest available cell in a randomly selected rack and slot
Specific slot — you can specify the slot where the block will reserve the deepest available cell
Syntax: Store.SlottingPolicy slottingPolicy
Valid values:
Store.SP_ACCORDING_TO_STORAGE
Store.SP_RANDOM_AVAILABLE
Store.SP_EXPLICIT
Storage
[Visible and applies only if Slotting policy: According to storage or Random available]
Storage or Storage System where the agent should be stored.
Type of value: RackUnitAggregator
Local variable: T agent — agent (material item)
Slot
[Visible and applies only if Slotting policy: Specific slot]
Here you can specify the slot where the agent should be stored.
Type of value: int
Local variable: T agent — agent (material item)
Move agent to
Here you can define the place where the agent reaches the storage. The following options are available:
cell — the agent reaches the cell inside the rack, taking into account the Rack type and the Speed inside slot properties of Storage.
aisle — the agent reaches the place in the aisle in front of the reserved slot at ground level. The movement inside the slot itself is not modeled, instead the agent "jumps" to the reserved cell. The rack type doesn't affect the movement.
Syntax: Store.AgentDestination moveAgentTo
Set new value at runtime: set_moveAgentTo(new value)
Valid values:
Store.AGENT_DESTINATION_CELL
Store.AGENT_DESTINATION_AISLE
Elevation speed
[Visible and applies only if Move agent to: cell]
Here you can specify the speed of the agent's vertical movement.
Type of value: double
Local variables:
T agent — agent (material item)
Agent unit — resource unit
Storing time
[Visible and applies only if Move agent to: aisle]
Here you can specify the time it takes for the agent to reach the reserved cell from the aisle.
Type of value: double
Local variables:
T agent — agent (material item)
StorageSystem storageSystem — storage system
Storage storage — rack storage
StorageCell cell — cell
Agent unit — resource unit

Transporters and resources

Task priority
[Visible and applies only if Agents move: by transporters]
The priority of the task for the incoming agent (the larger the higher).
Type of value: double
Local variable: T agent — agent (material item)
Task may preempt
[Visible and applies only if Agents move: by transporters]
If the option is selected, this task may preempt other tasks of the requested transporter.
Type of value: boolean
Local variable: T agent — agent (material item)
Task preemption policy
[Visible and applies only if Agents move: by transporters]
Here you can choose what happens when some other task incomes for the transporter.
No preemption — transporter keeps executing the current task
Seize any resource — the task is interrupted and the agent tries to seize any transporter of the specified type
Type of value: SeizeTransporter.TransporterTaskPreemptionPolicy
Local variable: T agent — agent (material item)
After release transporter
[Visible and applies only if Agents move: by transporters]
Defines the behavior of the transporter after it was released by the agent. Depending on your choice, the transporter:
Returns to current home location
Returns to the nearest home location  —  goes to the nearest location from the list of the locations specified in the properties of TransporterFleet block). Once the transporter returns to the node that satisfies this condition, this node will become the current home location for this transporter.
Goes to... — goes to the location specified in the Destination is parameter
Stays where it is
Type of value: ReleaseTransporter.TransporterReleaseMovingPolicy
Valid values:
Store.MP_RETURNS_TO_HOME — Returns to current home location
Store.MP_RETURNS_TO_NEAREST_HOME — Returns to the nearest home location
Store.MP_GO_TO — Goes to...
Store.MP_STAYS_WHERE_IT_IS — Stays where it is
Local variable: Agent unit — transporter
Destination is
[Visible and applies only if Transporter: goes to...]
Defines where the transporter will move after being released. The possible destinations are:
Node — transporter moves to the specified network node.
Attractor — transporter moves to the specified attractor.
Path — transporter moves to the specified path.
Conveyor — transporter moves to the specified conveyor.
Position on conveyor — transporter moves to the specified position on conveyor.
Conveyor station — transporter moves to the specified station.
(x, y, z) — transporter moves to the point with the specified coordinates.
Syntax: DestinationType destinationType
Valid values:
Store.RELEASE_NODE
Store.RELEASE_ATTRACTOR
Store.RELEASE_PATH
Store.RELEASE_CONVEYOR
Store.RELEASE_POSITION_ON_CONVEYOR
Store.RELEASE_CONVEYOR_STATION
Store.RELEASE_XYZ
Node
[Visible and applies only if Destination is: Node]
The network node the transporter will move to.
Type of value: Node
Local variable: Agent unit — transporter
Attractor
[Visible and applies only if Destination is: Attractor]
The attractor the transporter will move to.
Type of value: Attractor
Local variable: Agent unit — transporter
Path
[Visible and applies only if Destination is: Path]
The path the transporter will move to.
Type of value: Path
Local variable: Agent unit — transporter
Conveyor
[Visible and applies only if Destination is: Conveyor]
The conveyor the transporter will move to.
Type of value: ConveyorPath
Local variable: Agent unit — transporter
Offset from
[Visible and applies only if Destination is: Path or Conveyor]
Defines how to calculate the offset of the exact point on a path or a conveyor the transporter will move to: from The beginning of the conveyor/path or from The end of the conveyor/path.
Type of value: boolean
Local variable: Agent unit — transporter
Offset
[Visible and applies only if Destination is: Path or Conveyor]
The distance from the start or end point of the path/conveyor (depends on the Offset from parameter) defining the exact destination point for the transporter.
Type of value: double
Local variable: Agent unit — transporter
Position on conveyor
[Visible and applies only if Destination is: Position on conveyor]
The position on conveyor the transporter will move to.
Type of value: PositionOnConveyor
Local variable: Agent unit — transporter
Conveyor station
[Visible and applies only if Destination is: Conveyor station]
The station the transporter will move to.
Type of value: ConveyorStation
Local variable: Agent unit — transporter
X, Y, Z
[Visible and applies only if Destination is: (x, y, z)]
X, Y, Z coordinates of the point the transporter will move to.
Type of value: double
Local variable: Agent unit — transporter
... located in
[Visible and applies only if Destination is: (x, y, z)]
Specifies where the transporter will be added to after the release: either Level or Network.
Type of value: boolean destinationInNetwork
Default value: false
Level
[Visible and applies only if ...located in: Level]
The level the transporter will be added to once it is released.
Type of value: Level
Local variable: Agent unit — transporter
Network
[Visible and applies only if ...located in: Network]
The network the transporter will be added to once it is released.
Type of value: INetwork
Local variable: Agent unit — transporter
Returns
[Visible and applies only if Agents move: by transporters]
Defines the condition of the transporter's return after the release. It can either return only if there are no other tasks waiting for it or first return to the specified location and only then move to perform the next task.
Type of value: ReleaseTransporter.TransporterReleaseReturnPolicy
Valid values:
Store.RP_IF_NO_OTHER_TASKS — if no other tasks
Store.RP_EACH_TIME — each time
Local variable: Agent unit — transporter
Customize transporter choice
[Visible and applies only if Agents move: by transporters]
If the option is selected, you can choose the specific transporter to carry the agent to the storage (using the Transporter choice condition below).
Syntax: boolean customizeTransporterChoice
Transporter choice condition
[Visible and applies only if Customize transporter choice option is selected]
Here you can specify a boolean expression that will be checked to find the specific transporter that may perform the operation. If none of the currently available transporters satisfy the specified condition (the condition returns false), the block will wait for the first transporter that matches the condition to become available.
Usually you define some field inside the agent type (say, transport), store there the reference to the transporter when it starts working with this agent (agent.transport=transporter), and then specify here the condition agent.transport==transporter enabling only this particular transporter to continue working with this particular material item.
Type of value: boolean
Local variables:
T agent — agent (material item)
Agent unit — transporter
TransporterFleet fleet — transporter fleet
Dispatching policy
[Visible and applies only if Agents move: by transporters]
Here you specify how the block chooses a transporter to perform the agent transportation. If the Customize transporter choice option is set, the transporter will be chosen from the subset returned by the algorithm in the Transporter choice condition parameter. The possible options are:
Nearest to agent — A transporter that is the nearest to the current agent. The distance to the agent is calculated in a straight line, not taking into account any possible obstacles (for transporters with free space navigation) or the length of the actual route in the network (for transporters with path-guided navigation).
Shortest path to pickup location — A transporter whose route to the pickup location is the shortest.
The most preferred — AnyLogic will choose a transporter by comparing transporters to each other. You should place the comparison algorithm in the "unit1 is preferred to unit2" parameter below.
Transporter with top rating — A transporter with the top rating. You can define the rating (or rating calculation algorithm) in the Transporter rating parameter below.
Off (chooses some matching transporter) — The dispatching policy is not applied.
Syntax: SeizeTransporter.DispatchingPolicy dispatchingPolicy
Valid values:
Store.DISPATCHING_POLICY_NEAREST
Store.DISPATCHING_POLICY_SHORTEST_PATH
Store.DISPATCHING_POLICY_BASED_ON_COMPARISON
Store.DISPATCHING_POLICY_BASED_ON_RATING_VALUE
Store.DISPATCHING_POLICY_SOME_TRANSPORTER
unit1 is preferred to unit2
[Visible and applies only if Dispatching policy: The most preferred]
The comparison algorithm (or its call) that is used to select a transporter that will carry the given agent to the storage. The algorithm compares transporters to each other. It should return true if the transporter unit1 has higher preference than the transporter unit2 (and false otherwise, including the case of choice equality). The algorithm should provide transitiveness.
Type of value: boolean
Local variables:
Agent unit1 — the first transporter to be compared
Agent unit2 — the second transporter to be compared
T agent — agent (material item)
Transporter rating
[Visible and applies only if Dispatching policy: Transporter with top rating]
The rating value of this transporter. The rating is used to choose a transporter for the given agent (the larger the higher, transporter with the top rating value will be chosen).
Type of value: double
Default value: 0
Local variables:
T agent — agent (material item)
Agent unit — transporter
Task priority
[Visible and applies only if Agents move: by resources]
The priority of the task for the agent (the larger the higher).
Type of value: double
Local variable: T agent — agent (material item)
Task may preempt
[Visible and applies only if Agents move: by resources]
If selected, the task defined by this block may preempt the currently performed task (if allowed in the task properties & the current task's priority is lower).
Type of value: boolean
Local variable: T agent — agent (material item)
Task preemption policy
[Visible and applies only if Agents move: by resources]
Defines the task preemption policy:
No preemption — the resource unit continues to execute the current task
Wait for original resource — the current task is interrupted and waits for the same resource unit to finish it
Seize any resource — the current task is interrupted and tries to seize any resource of the specified type
Type of value: TaskPreemptionPolicy
Default value: No preemption
Valid values:
Store.PP_NO_PREEMPTION
Store.PP_WAIT_FOR_ORIGINAL_RESOURCE
Store.PP_SEIZE_ANY_RESOURCE
Local variable: T agent — agent (material item)
After release resources
[Visible and applies only if Agents move: by resources]
Defines whether resources Return to home location (if they are not immediately seized by another agent) or Stay where they are after being released.
Syntax: boolean movingGoHome Default value: true — Return to home location
Return home
[Visible and applies only if After release resources: Return to home location]
Here you define when the resource units will return home after carrying the agent to the storage. There are several options:
each time — the unit returns to its home location every time after it finishes the task and is released by the agent.
if no other tasks — the unit returns to its home location only if there are no other tasks in its queue.
custom — you can define the priority and preemption policy for the "return home" task using the parameters below. In this case the priority of the "return home" task will be compared to the priorities of other incoming tasks, and the specified preemption policy will be used to select the next task for this particular resource unit.
Type of value: WrapUpPolicy Local variables:
T agent — agent (material item)
Agent unit — resource unit
'Wrap-up' priority
[Visible and applies only if Return home: custom]
Here you can set up the priority of the "return home" task for the resource unit.
Type of value: double
Local variables:
T agent — agent (material item)
Agent unit — resource unit
'Wrap-up' preemption policy
[Visible and applies only if Return home: custom]
Specifies the policy of the "return home" task for the resource unit:
No preemption — "return home" task cannot be preempted
Terminate — "return home" task may be preempted and will be terminated
Type of value: ResourcePreemptionPolicy Local variables:
T agent — agent (material item)
Agent unit — resource unit
'Return home' usage is
[Visible and applies only if After release resources: Return to home location]
Here you can choose how to count the return home task of the resource in statistics. The options are:
counted as 'busy' — this task will be counted as 'busy' time in resource statistics
counted as 'idle' — this task will be counted as 'idle' time in resource statistics
not collected — this task will not be taken into account for resource statistics
Type of value: ResourceUsageState
Local variables:
T agent — agent (material item)
Agent unit — resource unit
Customize resource choice
[Visible and applies only if Agents move: by resources]
If the option is selected, you can choose a specific resource unit to carry the agent to the storage, using the Resource choice condition below.
Syntax: boolean customizeResourceChoice
Set new value at runtime: set_customizeResourceChoice(new value)
Default value: false
Resource choice condition
[Visible and applies only if Customize resource choice option is selected]
Here you can specify boolean expression that will be checked to find the specific resource unit that may carry the agent to the storage. If none of the currently available resource units satisfy the specified condition (the condition returns false), this block will wait for the first resource unit that matches the condition.
Usually you define a parameter inside the agent type (say, worker), use it to store the reference to the resource unit when it starts working with this agent (agent.worker = unit), and then specify the condition agent.worker == unit, making only this particular unit able to continue working with this particular agent.
Value type: boolean
Default value: true
Local variables:
T agent — agent (material item)
Agent unit — resource unit
ResourcePool pool — resource pool
Resource selection
[Visible and applies only if Agents move: by resources]
Here you can choose which resource units may be selected for the given agent.
Off (chooses some matching unit) — no special preference for selection
Nearest to the agent — the resource unit which is the closest to the current agent
The most preferred — the resource unit is selected by comparing resources to each other. The comparison algorithm (or its call) is placed in the field unit1 is preferred to unit2
Unit with top rating — the resource unit with the highest rating is selected. The rating (or the algorithm that calculates it) is specified by the user in the Unit rating field
Type of value: ResourceSelectionMode Default value: Off (chooses some matching unit)
Valid values:
Store.RESOURCE_SELECTION_SOME_UNIT
Store.RESOURCE_SELECTION_NEAREST
Store.RESOURCE_SELECTION_BASED_ON_COMPARISON
Store.RESOURCE_SELECTION_BASED_ON_RATING_VALUE
Local variables:
T agent — agent (material item)
ResourcePool pool — resource pool
unit1 is preferred to unit2
[Visible and applies only if Resource selection: The most preferred]
The comparison algorithm (or its call) that is used to choose a resource unit that will carry the agent to the storage. The algorithm compares resources to each other. It should return true if the resource unit1 has higher preference than the resource unit2 (and false otherwise, including the case of choice equality). The algorithm should provide transitiveness.
Value type: boolean
Default value: false
Local variables:
Agent unit1 — the first resource unit to be compared
Agent unit2 — the second resource unit to be compared
T agent — agent (material item)
Unit rating
[Visible and applies only if Resource selection: Unit with top rating]
The rating value of this unit. It is used to choose a unit for the given agent (the larger the higher, unit with the top rating value will be chosen). Usually an algorithm or a function call is placed here to calculate the rating with the help of the available local variables.
Value type: double
Local variables:
T agent — agent (material item)
Agent unit — resource unit

Actions

On enter
Here you can type Java code that will be executed when the agent enters the block.
Local variable: T agent — agent (material item)
On seize transporter
[Visible and applies only if Agents move: by transporters]
Here you can type Java code that will be executed when the agent (material item) seizes the transporter.
Local variables:
T agent — agent (material item)
Agent unit — transporter
On loading start
[Visible and applies only if Agents move: by transporters]
Here you can type Java code that will be executed when loading of the agent (material item) on the transporter starts.
Local variables:
T agent — agent (material item)
Agent unit — transporter
On loading finished
[Visible and applies only if Agents move: by transporters]
Here you can type Java code that will be executed when loading of the agent (material item) on the transporter ends.
Local variables:
T agent — agent (material item)
Agent unit — transporter
On seize resource
[Visible and applies only if Agents move: by resources]
Here you can type Java code that will be executed when the agent (material item) seizes the resource.
Local variables:
T agent — agent (material item)
Agent unit — resource unit
On resource arrived
[Visible and applies only if Agents move: by resources]
Here you can type Java code that will be executed when the resource has arrived to pick up the agent (material item).
Local variables:
T agent — agent (material item)
Agent unit — resource unit
On storage start
[Visible and applies only if Move agent to: aisle]
Here you can type Java code that will be executed when the delay to model loading material item into the storage begins.
Local variables:
T agent — agent (material item)
Agent unit — transporter or resource unit
double storingTime — delay period
StorageCell cell — storage cell
On storage finished
[Visible and applies only if Move agent to: aisle]
Here you can type Java code that will be executed when the delay to model loading material item into the storage ends.
Local variable: T agent — material item
On release transporter
[Visible and applies only if Agents move: by transporters]
Here you can type Java code that will be executed when the agent (material item) releases the transporter.
Local variables:
T agent — agent (material item)
Agent unit — transporter
On release resource
[Visible and applies only if Agents move: by resources]
Here you can type Java code that will be executed when the agent (material item) releases the resource.
Local variables:
T agent — agent (material item)
Agent unit — resource unit
On exit
Here you can type Java code that will be executed when the agent leaves the block.
Local variables:
T agent — agent (material item)
StorageSystem storageSystem — storage system
StorageCell cell — storage cell
On remove
Here you can type Java code that will be executed when the agent is removed from the block by the call of remove() function.
Local variable: T agent — agent (material item)
On task suspended
[Visible and applies only if Agents move: by resources or by transporters and Task preemption policy: Seize any resource or Wait for original resource]
Here you can type Java code that will be executed when agent task is suspended because of the Seize any resource preemption policy, when the resource or transporter is seized by a different task with a higher priority.
Local variables:
T agent — agent (material item)
Agent unit — transporter or resource unit
On task resume
[Visible and applies only if Agents move: by resources or by transporters and Task preemption policy: Seize any resource or Wait for original resource]
Here you can type Java code that will be executed when the agent task resumes after it has been suspended because of Seize any resource preemption policy.
Local variables:
T agent — agent (material item)
Agent unit — transporter or resource unit

Functions

Store functions
Function Description
int size() Returns the number of agents currently inside the block.
int nWaitingForResource() Returns the number of agents that have reserved a cell in the storage and are currently waiting for resource.
Agent remove(Agent agent) Removes the agent from the block.

Agent agent — a given agent (material item) that is currently residing in the block.
There are some nuances in model behavior when this function is called, depending on how the agent (material item) moves to the storage and the timing of the function call.
recalculateResourceChoiceCondition(Agent agent) Recalculates choice conditions for the given agent that is currently waiting for a resource in the queue of this block. You can use this function when resource units, that haven't been available to a particular agent before, become available due to changed conditions.

Agent agent — an agent (material item) that is waiting for a resource in the block's queue
recalculateResourceChoiceCondition() Recalculates choice conditions for all agents that are currently waiting for resources in the queue of this block. You can use this function when resource units, that haven't been available before, become available due to changed conditions.
recalculateAgentPriority(Agent agent) Recalculates the priority of the given agent that is currently waiting for a resource in the queue of this block.

Agent agent — an agent (material item) that is waiting for a resource in the block's queue
recalculatePriorities() Recalculates the priorities of all agents that are currently waiting for resources in the queue of this block.

Model behavior at the call of remove() function

  • Agents move: by transporters
    • If at the moment of the function call the agent is waiting for an available transporter, the agent is removed. The transporter task is cancelled.
    • If at the moment of the function call the transporter is moving to the agent, the agent is removed. The transporter is released and goes back to its home location (provided that there are no other tasks).
    • The agent cannot be removed if the function is called when the transporter is already carrying the agent (material item).
  • Agents move: by resources
    • If at the moment of the function call the agent is waiting for an available resource, the agent is removed. The resource task is cancelled and the resource returns to its home location (provided there are no other tasks).
    • If at the moment of the function call the resource is carrying the agent to the storage, the agent is removed. The resource task is cancelled and the resource returns to its home location (provided there are no other tasks).
    • The agent cannot be removed if the function is called when the resource is still in the storing agent is currently moving in the slot, or during the Storing time period, or when the agent is being elevated to upper shelves.
  • Agents move: independently
    • If at the moment of the function call the agent is moving to the storage, it is removed.
    • The agent cannot be removed in any other case.

Ports

in
The input port.
out
The output port.
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