Restructuring and Testing Done

This commit is contained in:
steffen-illium
2021-07-13 11:12:03 +02:00
parent eee4760e72
commit 35f5bdeed4
14 changed files with 1160 additions and 842 deletions

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from pathlib import Path
from typing import List, Union, Iterable
import gym
import numpy as np
from gym import spaces
import yaml
from gym.wrappers import FrameStack
from environments.helpers import Constants as c, Constants
from environments import helpers as h
from environments.factory.base.objects import Slice, Agent, Tile, Action, MoveableEntity
from environments.factory.base.registers import StateSlices, Actions, Entities, Agents, Doors, FloorTiles
from environments.utility_classes import MovementProperties
REC_TAC = 'rec'
# noinspection PyAttributeOutsideInit
class BaseFactory(gym.Env):
@property
def action_space(self):
return spaces.Discrete(self._actions.n)
@property
def observation_space(self):
agent_slice = self.n_agents if self.omit_agent_slice_in_obs else 0
agent_slice = (self.n_agents - 1) if self.combin_agent_slices_in_obs else agent_slice
if self.pomdp_radius:
shape = (self._obs_cube.shape[0] - agent_slice, self.pomdp_radius * 2 + 1, self.pomdp_radius * 2 + 1)
space = spaces.Box(low=0, high=1, shape=shape, dtype=np.float32)
return space
else:
shape = [x-agent_slice if idx == 0 else x for idx, x in enumerate(self._obs_cube.shape)]
space = spaces.Box(low=0, high=1, shape=shape, dtype=np.float32)
return space
@property
def pomdp_diameter(self):
return self.pomdp_radius * 2 + 1
@property
def movement_actions(self):
return self._actions.movement_actions
@property
def additional_actions(self) -> Union[str, List[str]]:
"""
When heriting from this Base Class, you musst implement this methode!!!
:return: A list of Actions-object holding all additional actions.
:rtype: List[Action]
"""
raise NotImplementedError('Please register additional actions ')
@property
def additional_entities(self) -> Union[Entities, List[Entities]]:
"""
When heriting from this Base Class, you musst implement this methode!!!
:return: A single Entites collection or a list of such.
:rtype: Union[Entities, List[Entities]]
"""
raise NotImplementedError('Please register additional entities.')
@property
def additional_slices(self) -> Union[Slice, List[Slice]]:
"""
When heriting from this Base Class, you musst implement this methode!!!
:return: A list of Slice-objects.
:rtype: List[Slice]
"""
raise NotImplementedError('Please register additional slices.')
def __enter__(self):
return self if self.frames_to_stack == 0 else FrameStack(self, self.frames_to_stack)
def __exit__(self, exc_type, exc_val, exc_tb):
self.close()
def __init__(self, level_name='simple', n_agents=1, max_steps=int(5e2), pomdp_radius: Union[None, int] = 0,
movement_properties: MovementProperties = MovementProperties(), parse_doors=False,
combin_agent_slices_in_obs: bool = False, frames_to_stack=0, record_episodes=False,
omit_agent_slice_in_obs=False, done_at_collision=False, **kwargs):
assert (combin_agent_slices_in_obs != omit_agent_slice_in_obs) or \
(not combin_agent_slices_in_obs and not omit_agent_slice_in_obs), \
'Both options are exclusive'
assert frames_to_stack != 1 and frames_to_stack >= 0, "'frames_to_stack' cannot be negative or 1."
# Attribute Assignment
self.movement_properties = movement_properties
self.level_name = level_name
self._level_shape = None
self.n_agents = n_agents
self.max_steps = max_steps
self.pomdp_radius = pomdp_radius
self.combin_agent_slices_in_obs = combin_agent_slices_in_obs
self.omit_agent_slice_in_obs = omit_agent_slice_in_obs
self.frames_to_stack = frames_to_stack
self.done_at_collision = done_at_collision
self.record_episodes = record_episodes
self.parse_doors = parse_doors
# Actions
self._actions = Actions(self.movement_properties, can_use_doors=self.parse_doors)
if additional_actions := self.additional_actions:
self._actions.register_additional_items(additional_actions)
self.reset()
def _init_state_slices(self) -> StateSlices:
state_slices = StateSlices()
# Objects
# Level
level_filepath = Path(__file__).parent.parent / h.LEVELS_DIR / f'{self.level_name}.txt'
parsed_level = h.parse_level(level_filepath)
level = [Slice(c.LEVEL.name, h.one_hot_level(parsed_level))]
self._level_shape = level[0].shape
# Doors
parsed_doors = h.one_hot_level(parsed_level, c.DOOR)
doors = [Slice(c.DOORS.value, parsed_doors)] if parsed_doors.any() and self.parse_doors else []
# Agents
agents = []
for i in range(self.n_agents):
agents.append(Slice(f'{c.AGENT.name}#{i}', np.zeros_like(level[0].slice)))
state_slices.register_additional_items(level+doors+agents)
# Additional Slices from SubDomains
if additional_slices := self.additional_slices:
state_slices.register_additional_items(additional_slices)
return state_slices
def _init_obs_cube(self) -> np.ndarray:
x, y = self._slices.by_enum(c.LEVEL).shape
state = np.zeros((len(self._slices), x, y))
state[0] = self._slices.by_enum(c.LEVEL).slice
if r := self.pomdp_radius:
self._padded_obs_cube = np.full((len(self._slices), x + r*2, y + r*2), c.FREE_CELL.value)
self._padded_obs_cube[0] = c.OCCUPIED_CELL.value
self._padded_obs_cube[:, r:r+x, r:r+y] = state
return state
def _init_entities(self):
# Tile Init
self._tiles = FloorTiles.from_argwhere_coordinates(self._slices.by_enum(c.LEVEL).free_tiles)
# Door Init
if self.parse_doors:
tiles = [self._tiles.by_pos(x) for x in self._slices.by_enum(c.DOORS).occupied_tiles]
self._doors = Doors.from_tiles(tiles, context=self._tiles)
# Agent Init on random positions
self._agents = Agents.from_tiles(np.random.choice(self._tiles, self.n_agents))
entities = Entities()
entities.register_additional_items([self._agents])
if self.parse_doors:
entities.register_additional_items([self._doors])
if additional_entities := self.additional_entities:
entities.register_additional_items([additional_entities])
return entities
def reset(self) -> (np.ndarray, int, bool, dict):
self._slices = self._init_state_slices()
self._obs_cube = self._init_obs_cube()
self._entitites = self._init_entities()
self._flush_state()
self._steps = 0
info = self._summarize_state() if self.record_episodes else {}
return None, None, None, info
def pre_step(self) -> None:
pass
def post_step(self) -> dict:
pass
def step(self, actions):
actions = [actions] if isinstance(actions, int) or np.isscalar(actions) else actions
assert isinstance(actions, Iterable), f'"actions" has to be in [{int, list}]'
self._steps += 1
done = False
# Pre step Hook for later use
self.pre_step()
# Move this in a seperate function?
for action, agent in zip(actions, self._agents):
agent.clear_temp_sate()
action_name = self._actions[action]
if self._actions.is_moving_action(action):
valid = self._move_or_colide(agent, action_name)
elif self._actions.is_no_op(action):
valid = c.VALID.value
elif self._actions.is_door_usage(action):
# Check if agent raly stands on a door:
if door := self._doors.by_pos(agent.pos):
door.use()
valid = c.VALID.value
# When he doesn't...
else:
valid = c.NOT_VALID.value
else:
valid = self.do_additional_actions(agent, action)
agent.temp_action = action
agent.temp_valid = valid
self._flush_state()
tiles_with_collisions = self.get_all_tiles_with_collisions()
for tile in tiles_with_collisions:
guests = tile.guests_that_can_collide
for i, guest in enumerate(guests):
this_collisions = guests[:]
del this_collisions[i]
guest.temp_collisions = this_collisions
if self.done_at_collision and tiles_with_collisions:
done = True
# Step the door close intervall
if self.parse_doors:
self._doors.tick_doors()
# Finalize
reward, info = self.calculate_reward()
if self._steps >= self.max_steps:
done = True
info.update(step_reward=reward, step=self._steps)
if self.record_episodes:
info.update(self._summarize_state())
# Post step Hook for later use
info.update(self.post_step())
obs = self._get_observations()
return obs, reward, done, info
def _flush_state(self):
self._obs_cube[np.arange(len(self._slices)) != self._slices.get_idx(c.LEVEL)] = c.FREE_CELL.value
if self.parse_doors:
for door in self._doors:
if door.is_open:
self._obs_cube[self._slices.get_idx(c.DOORS)][door.pos] = c.IS_OPEN_DOOR.value
else:
self._obs_cube[self._slices.get_idx(c.DOORS)][door.pos] = c.IS_CLOSED_DOOR.value
for agent in self._agents:
self._obs_cube[self._slices.get_idx_by_name(agent.name)][agent.pos] = c.OCCUPIED_CELL.value
if agent.last_pos != h.NO_POS:
self._obs_cube[self._slices.get_idx_by_name(agent.name)][agent.last_pos] = c.FREE_CELL.value
def _get_observations(self) -> np.ndarray:
if self.n_agents == 1:
obs = self._build_per_agent_obs(self._agents[0])
elif self.n_agents >= 2:
obs = np.stack([self._build_per_agent_obs(agent) for agent in self._agents])
else:
raise ValueError('n_agents cannot be smaller than 1!!')
return obs
def _build_per_agent_obs(self, agent: Agent) -> np.ndarray:
first_agent_slice = self._slices.AGENTSTARTIDX
if r := self.pomdp_radius:
x, y = self._level_shape
self._padded_obs_cube[:, r:r + x, r:r + y] = self._obs_cube
global_x, global_y = agent.pos
global_x += r
global_y += r
x0, x1 = max(0, global_x - self.pomdp_radius), global_x + self.pomdp_radius + 1
y0, y1 = max(0, global_y - self.pomdp_radius), global_y + self.pomdp_radius + 1
obs = self._padded_obs_cube[:, x0:x1, y0:y1]
else:
obs = self._obs_cube
if self.omit_agent_slice_in_obs:
obs_new = obs[[key for key, val in self._slices.items() if c.AGENT.value not in val]]
return obs_new
else:
if self.combin_agent_slices_in_obs:
agent_obs = np.sum(obs[[key for key, slice in self._slices.items() if c.AGENT.name in slice.name]],
axis=0, keepdims=True)
obs = np.concatenate((obs[:first_agent_slice], agent_obs, obs[first_agent_slice+self.n_agents:]))
return obs
else:
return obs
def do_additional_actions(self, agent_i: int, action: int) -> bool:
raise NotImplementedError
def get_all_tiles_with_collisions(self) -> List[Tile]:
tiles_with_collisions = list()
for tile in self._tiles:
if tile.is_occupied():
guests = [guest for guest in tile.guests if guest.can_collide]
if len(guests) >= 2:
tiles_with_collisions.append(tile)
return tiles_with_collisions
def _move_or_colide(self, agent: Agent, action: Action) -> Constants:
new_tile, valid = self._check_agent_move(agent, action)
if valid:
# Does not collide width level boundaries
return agent.move(new_tile)
else:
# Agent seems to be trying to collide in this step
return c.NOT_VALID
def _check_agent_move(self, agent, action: Action) -> (Tile, bool):
# Actions
x_diff, y_diff = h.ACTIONMAP[action.name]
x_new = agent.x + x_diff
y_new = agent.y + y_diff
new_tile = self._tiles.by_pos((x_new, y_new))
if new_tile:
valid = c.VALID
else:
tile = agent.tile
valid = c.VALID
return tile, valid
if self.parse_doors and agent.last_pos != h.NO_POS:
if door := self._doors.by_pos(agent.pos):
if door.is_open:
pass
else: # door.is_closed:
if door.is_linked(agent.last_pos, new_tile.pos):
pass
else:
return agent.tile, c.NOT_VALID
else:
pass
else:
pass
return new_tile, valid
def calculate_reward(self) -> (int, dict):
# Returns: Reward, Info
raise NotImplementedError
def render(self, mode='human'):
raise NotImplementedError
def save_params(self, filepath: Path):
# noinspection PyProtectedMember
# d = {key: val._asdict() if hasattr(val, '_asdict') else val for key, val in self.__dict__.items()
d = {key: val for key, val in self.__dict__.items() if not key.startswith('_') and not key.startswith('__')}
filepath.parent.mkdir(parents=True, exist_ok=True)
with filepath.open('w') as f:
yaml.dump(d, f)
# pickle.dump(d, f, protocol=pickle.HIGHEST_PROTOCOL)
def _summarize_state(self):
summary = {f'{REC_TAC}_step': self._steps}
for entity in self._entitites:
if hasattr(entity, 'summarize_state'):
summary.update({f'{REC_TAC}_{entity.name}': entity.summarize_state()})
return summary

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import itertools
import networkx as nx
import numpy as np
from environments import helpers as h
from environments.helpers import Constants as c
import itertools
def sub(p, q):
return p - q
class Object:
def __bool__(self):
return True
@property
def i(self):
return self._identifier
@property
def name(self):
return self._identifier
def __init__(self, identifier, **kwargs):
self._identifier = identifier
if kwargs:
print(f'Following kwargs were passed, but ignored: {kwargs}')
def __repr__(self):
return f'{self.__class__.__name__}({self._identifier})'
class Action(Object):
@property
def name(self):
return self.i
def __init__(self, *args):
super(Action, self).__init__(*args)
class Slice(Object):
@property
def shape(self):
return self.slice.shape
@property
def occupied_tiles(self):
return np.argwhere(self.slice == c.OCCUPIED_CELL.value)
@property
def free_tiles(self):
return np.argwhere(self.slice == c.FREE_CELL.value)
def __init__(self, identifier, arrayslice):
super(Slice, self).__init__(identifier)
self.slice = arrayslice
class Wall(Object):
pass
class Tile(Object):
@property
def guests_that_can_collide(self):
return [x for x in self.guests if x.can_collide]
@property
def guests(self):
return self._guests.values()
@property
def x(self):
return self.pos[0]
@property
def y(self):
return self.pos[1]
@property
def pos(self):
return self._pos
def __init__(self, i, pos):
super(Tile, self).__init__(i)
self._guests = dict()
self._pos = tuple(pos)
def __len__(self):
return len(self._guests)
def is_empty(self):
return not len(self._guests)
def is_occupied(self):
return len(self._guests)
def enter(self, guest):
if guest.name not in self._guests:
self._guests.update({guest.name: guest})
return True
else:
return False
def leave(self, guest):
try:
del self._guests[guest.name]
except (ValueError, KeyError):
return False
return True
class Entity(Object):
@property
def can_collide(self):
return True
@property
def encoding(self):
return 1
@property
def x(self):
return self.pos[0]
@property
def y(self):
return self.pos[1]
@property
def pos(self):
return self._tile.pos
@property
def tile(self):
return self._tile
def __init__(self, identifier, tile: Tile, **kwargs):
super(Entity, self).__init__(identifier, **kwargs)
self._tile = tile
def summarize_state(self):
return self.__dict__.copy()
class MoveableEntity(Entity):
@property
def last_tile(self):
return self._last_tile
@property
def last_pos(self):
if self._last_tile:
return self._last_tile.pos
else:
return h.NO_POS
@property
def direction_of_view(self):
last_x, last_y = self.last_pos
curr_x, curr_y = self.pos
return last_x-curr_x, last_y-curr_y
def __init__(self, *args, **kwargs):
super(MoveableEntity, self).__init__(*args, **kwargs)
self._last_tile = None
def move(self, next_tile):
curr_tile = self.tile
if curr_tile != next_tile:
next_tile.enter(self)
curr_tile.leave(self)
self._tile = next_tile
self._last_tile = curr_tile
return True
else:
return False
class Door(Entity):
@property
def can_collide(self):
return False
@property
def encoding(self):
return 1 if self.is_closed else -1
def __init__(self, *args, context, closed_on_init=True, auto_close_interval=500):
super(Door, self).__init__(*args)
self._state = c.IS_CLOSED_DOOR
self.auto_close_interval = auto_close_interval
self.time_to_close = -1
neighbor_pos = list(itertools.product([-1, 1, 0], repeat=2))[:-1]
neighbor_tiles = [context.by_pos(tuple([sum(x) for x in zip(self.pos, diff)])) for diff in neighbor_pos]
neighbor_pos = [x.pos for x in neighbor_tiles if x]
possible_connections = itertools.combinations(neighbor_pos, 2)
self.connectivity = nx.Graph()
for a, b in possible_connections:
if not max(abs(np.subtract(a, b))) > 1:
self.connectivity.add_edge(a, b)
if not closed_on_init:
self._open()
@property
def is_closed(self):
return self._state == c.IS_CLOSED_DOOR
@property
def is_open(self):
return self._state == c.IS_OPEN_DOOR
@property
def status(self):
return self._state
def use(self):
if self._state == c.IS_OPEN_DOOR:
self._close()
else:
self._open()
def tick(self):
if self.is_open and len(self.tile) == 1 and self.time_to_close:
self.time_to_close -= 1
elif self.is_open and not self.time_to_close and len(self.tile) == 1:
self.use()
def _open(self):
self.connectivity.add_edges_from([(self.pos, x) for x in self.connectivity.nodes])
self._state = c.IS_OPEN_DOOR
self.time_to_close = self.auto_close_interval
def _close(self):
self.connectivity.remove_node(self.pos)
self._state = c.IS_CLOSED_DOOR
def is_linked(self, old_pos, new_pos):
try:
_ = nx.shortest_path(self.connectivity, old_pos, new_pos)
return True
except nx.exception.NetworkXNoPath:
return False
class Agent(MoveableEntity):
def __init__(self, *args):
super(Agent, self).__init__(*args)
self.clear_temp_sate()
# noinspection PyAttributeOutsideInit
def clear_temp_sate(self):
self.temp_collisions = []
self.temp_valid = None
self.temp_action = -1

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import itertools
import random
from enum import Enum
from typing import List, Union
import networkx as nx
import numpy as np
from environments.factory.base.objects import Entity, Tile, Agent, Door, Slice, Action
from environments.utility_classes import MovementProperties
from environments import helpers as h
from environments.helpers import Constants as c
class Register:
_accepted_objects = Entity
@classmethod
def from_argwhere_coordinates(cls, positions: (int, int), tiles):
entities = [cls._accepted_objects(i, tiles.by_pos(position)) for i, position in enumerate(positions)]
registered_obj = cls()
registered_obj.register_additional_items(entities)
return registered_obj
@property
def name(self):
return self.__class__.__name__
@property
def n(self):
return len(self)
def __init__(self):
self._register = dict()
self._names = dict()
def __len__(self):
return len(self._register)
def __iter__(self):
return iter(self.values())
def __add__(self, other: _accepted_objects):
assert isinstance(other, self._accepted_objects), f'All item names have to be of type ' \
f'{self._accepted_objects}, ' \
f'but were {other.__class__}.,'
self._names.update({other.name: len(self._register)})
self._register.update({len(self._register): other})
return self
def register_additional_items(self, others: List[_accepted_objects]):
for other in others:
self + other
return self
def keys(self):
return self._register.keys()
def values(self):
return self._register.values()
def items(self):
return self._register.items()
def __getitem__(self, item):
try:
return self._register[item]
except KeyError:
print('NO')
raise
def by_name(self, item):
return self[self._names[item]]
def by_enum(self, enum: Enum):
return self[self._names[enum.name]]
def __repr__(self):
return f'{self.__class__.__name__}({self._register})'
def get_name(self, item):
return self._register[item].name
def get_idx_by_name(self, item):
return self._names[item]
def get_idx(self, enum: Enum):
return self._names[enum.name]
@classmethod
def from_tiles(cls, tiles, **kwargs):
entities = [cls._accepted_objects(f'{cls._accepted_objects.__name__.upper()}#{i}', tile, **kwargs)
for i, tile in enumerate(tiles)]
registered_obj = cls()
registered_obj.register_additional_items(entities)
return registered_obj
class EntityRegister(Register):
@classmethod
def from_argwhere_coordinates(cls, argwhere_coordinates):
tiles = cls()
tiles.register_additional_items([cls._accepted_objects(i, pos) for i, pos in enumerate(argwhere_coordinates)])
return tiles
def __init__(self):
super(EntityRegister, self).__init__()
self._tiles = dict()
def __add__(self, other):
super(EntityRegister, self).__add__(other)
self._tiles[other.pos] = other
def by_pos(self, pos):
if isinstance(pos, np.ndarray):
pos = tuple(pos)
try:
return self._tiles[pos]
except KeyError:
return None
class Entities(Register):
_accepted_objects = Register
def __init__(self):
super(Entities, self).__init__()
def __iter__(self):
return iter([x for sublist in self.values() for x in sublist])
@classmethod
def from_argwhere_coordinates(cls, positions):
raise AttributeError()
class FloorTiles(EntityRegister):
_accepted_objects = Tile
@property
def occupied_tiles(self):
tiles = [tile for tile in self if tile.is_occupied()]
random.shuffle(tiles)
return tiles
@property
def empty_tiles(self):
tiles = [tile for tile in self if tile.is_empty()]
random.shuffle(tiles)
return tiles
class Agents(Register):
_accepted_objects = Agent
@property
def positions(self):
return [agent.pos for agent in self]
class Doors(EntityRegister):
_accepted_objects = Door
def tick_doors(self):
for door in self:
door.tick()
class Actions(Register):
_accepted_objects = Action
@property
def movement_actions(self):
return self._movement_actions
def __init__(self, movement_properties: MovementProperties, can_use_doors=False):
self.allow_no_op = movement_properties.allow_no_op
self.allow_diagonal_movement = movement_properties.allow_diagonal_movement
self.allow_square_movement = movement_properties.allow_square_movement
self.can_use_doors = can_use_doors
super(Actions, self).__init__()
if self.allow_square_movement:
self.register_additional_items([self._accepted_objects(direction) for direction in h.MANHATTAN_MOVES])
if self.allow_diagonal_movement:
self.register_additional_items([self._accepted_objects(direction) for direction in h.DIAGONAL_MOVES])
self._movement_actions = self._register.copy()
if self.can_use_doors:
self.register_additional_items([self._accepted_objects('use_door')])
if self.allow_no_op:
self.register_additional_items([self._accepted_objects('no-op')])
def is_moving_action(self, action: Union[int]):
#if isinstance(action, Action):
# return (action.name in h.MANHATTAN_MOVES and self.allow_square_movement) or \
# (action.name in h.DIAGONAL_MOVES and self.allow_diagonal_movement)
#else:
return action in self.movement_actions.keys()
def is_no_op(self, action: Union[str, int]):
if isinstance(action, str):
action = self.by_name(action)
return self[action].name == 'no-op'
def is_door_usage(self, action: Union[str, int]):
if isinstance(action, str):
action = self.by_name(action)
return self[action].name == 'use_door'
class StateSlices(Register):
_accepted_objects = Slice
@property
def AGENTSTARTIDX(self):
if self._agent_start_idx:
return self._agent_start_idx
else:
self._agent_start_idx = min([idx for idx, x in self.items() if c.AGENT.name in x.name])
return self._agent_start_idx
def __init__(self):
super(StateSlices, self).__init__()
self._agent_start_idx = None
def _gather_occupation(self, excluded_slices):
exclusion = excluded_slices or []
assert isinstance(exclusion, (int, list))
exclusion = exclusion if isinstance(exclusion, list) else [exclusion]
result = np.sum([x for i, x in self.items() if i not in exclusion], axis=0)
return result
def free_cells(self, excluded_slices: Union[None, List[int], int] = None) -> np.array:
occupation = self._gather_occupation(excluded_slices)
free_cells = np.argwhere(occupation == c.IS_FREE_CELL)
np.random.shuffle(free_cells)
return free_cells
def occupied_cells(self, excluded_slices: Union[None, List[int], int] = None) -> np.array:
occupation = self._gather_occupation(excluded_slices)
occupied_cells = np.argwhere(occupation == c.IS_OCCUPIED_CELL.value)
np.random.shuffle(occupied_cells)
return occupied_cells
class Zones(Register):
@property
def danger_zone(self):
return self._zone_slices[self.by_enum(c.DANGER_ZONE)]
@property
def accounting_zones(self):
return [self[idx] for idx, name in self.items() if name != c.DANGER_ZONE.value]
def __init__(self, parsed_level):
raise NotImplementedError('This needs a Rework')
super(Zones, self).__init__()
slices = list()
self._accounting_zones = list()
self._danger_zones = list()
for symbol in np.unique(parsed_level):
if symbol == h.WALL:
continue
elif symbol == h.DANGER_ZONE:
self + symbol
slices.append(h.one_hot_level(parsed_level, symbol))
self._danger_zones.append(symbol)
else:
self + symbol
slices.append(h.one_hot_level(parsed_level, symbol))
self._accounting_zones.append(symbol)
self._zone_slices = np.stack(slices)
def __getitem__(self, item):
return self._zone_slices[item]
def get_name(self, item):
return self._register[item]
def by_name(self, item):
return self[super(Zones, self).by_name(item)]
def register_additional_items(self, other: Union[str, List[str]]):
raise AttributeError('You are not allowed to add additional Zones in runtime.')