fixed rendering order for agent view
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@ -2,6 +2,7 @@ import sys
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from dataclasses import dataclass
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import numpy as np
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from pathlib import Path
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from collections import deque
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import pygame
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@ -14,8 +15,9 @@ class Entity:
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class Renderer:
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BG_COLOR = (99, 110, 114)
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BG_COLOR = (178, 190, 195)#(99, 110, 114)
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WHITE = (200, 200, 200)
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AGENT_VIEW_COLOR = (9, 132, 227)
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def __init__(self, grid_w=16, grid_h=16, cell_size=40, fps=4, grid_lines=True, view_radius=2):
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self.grid_h = grid_h
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@ -69,16 +71,18 @@ class Renderer:
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pygame.quit()
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sys.exit()
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self.fill_bg()
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blits = deque()
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for asset, entities in pos_dict.items():
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for entity in entities:
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bp = self.blit_params(entity)
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if 'agent' in asset and self.view_radius > 0:
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if 'agent' in entity.name and self.view_radius > 0:
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visibility_rect = bp['dest'].inflate((self.view_radius*2)*self.cell_size, (self.view_radius*2)*self.cell_size)
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shape_surf = pygame.Surface(visibility_rect.size, pygame.SRCALPHA)
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pygame.draw.rect(shape_surf, self.WHITE, shape_surf.get_rect())
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shape_surf.set_alpha(70)
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self.screen.blit(shape_surf, visibility_rect)
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self.screen.blit(**bp)
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pygame.draw.rect(shape_surf, self.AGENT_VIEW_COLOR, shape_surf.get_rect())
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shape_surf.set_alpha(64)
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blits.appendleft(dict(source=shape_surf, dest=visibility_rect))
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blits.append(bp)
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for blit in blits: self.screen.blit(**blit)
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pygame.display.flip()
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self.clock.tick(self.fps)
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@ -39,7 +39,7 @@ class GettingDirty(BaseFactory):
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height, width = self.state.shape[1:]
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self.renderer = Renderer(width, height, view_radius=2)
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dirt = [Entity('dirt', [x, y], min(1.5*self.state[DIRT_INDEX, x, y], 1), 'opacity')
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dirt = [Entity('dirt', [x, y], min(0.15+self.state[DIRT_INDEX, x, y], 1.5), 'scale')
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for x, y in np.argwhere(self.state[DIRT_INDEX] > h.IS_FREE_CELL)]
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walls = [Entity('wall', pos) for pos in np.argwhere(self.state[h.LEVEL_IDX] > h.IS_FREE_CELL)]
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asset_str = lambda agent: f'agent{agent.i+1}violation' if (not agent.action_valid or agent.collision_vector[h.LEVEL_IDX] > 0)\
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