diff --git a/environments/factory/renderer.py b/environments/factory/renderer.py index 89de3c6..3efbb40 100644 --- a/environments/factory/renderer.py +++ b/environments/factory/renderer.py @@ -29,7 +29,7 @@ class Renderer: self.screen = pygame.display.set_mode(self.screen_size) self.clock = pygame.time.Clock() assets = list((Path(__file__).parent / 'assets').rglob('*.png')) - self.assets = {path.stem: self.load_asset(str(path), 0.97) for path in assets} + self.assets = {path.stem: self.load_asset(str(path), 0.96) for path in assets} self.fill_bg() def fill_bg(self): @@ -76,7 +76,7 @@ class Renderer: visibility_rect = bp['dest'].inflate((self.view_radius*2)*self.cell_size, (self.view_radius*2)*self.cell_size) shape_surf = pygame.Surface(visibility_rect.size, pygame.SRCALPHA) pygame.draw.rect(shape_surf, self.WHITE, shape_surf.get_rect()) - shape_surf.set_alpha(96) + shape_surf.set_alpha(70) self.screen.blit(shape_surf, visibility_rect) self.screen.blit(**bp) pygame.display.flip() diff --git a/environments/factory/simple_factory_getting_dirty.py b/environments/factory/simple_factory_getting_dirty.py index e3cb5fe..bcff099 100644 --- a/environments/factory/simple_factory_getting_dirty.py +++ b/environments/factory/simple_factory_getting_dirty.py @@ -39,11 +39,12 @@ class GettingDirty(BaseFactory): height, width = self.state.shape[1:] self.renderer = Renderer(width, height, view_radius=2) - dirt = [Entity('dirt', [x, y], min(1.1*self.state[DIRT_INDEX, x, y], 1), 'opacity') + dirt = [Entity('dirt', [x, y], min(1.5*self.state[DIRT_INDEX, x, y], 1), 'opacity') for x, y in np.argwhere(self.state[DIRT_INDEX] > h.IS_FREE_CELL)] walls = [Entity('wall', pos) for pos in np.argwhere(self.state[h.LEVEL_IDX] > h.IS_FREE_CELL)] - violation = lambda agent: agent.action_valid and agent.collision_vector[h.LEVEL_IDX] <= 0 - agents = {f'agent{i+1}': [Entity(f'agent{i+1}' if violation(agent) else f'agent{i+1}violation', agent.pos)] + asset_str = lambda agent: f'agent{agent.i+1}violation' if (not agent.action_valid or agent.collision_vector[h.LEVEL_IDX] > 0)\ + else (f'agent{agent.i+1}valid' if self._is_clean_up_action(agent.action) else f'agent{agent.i+1}') + agents = {f'agent{i+1}': [Entity(asset_str(agent), agent.pos)] for i, agent in enumerate(self.agent_states)} self.renderer.render(OrderedDict(dirt=dirt, wall=walls, **agents))