added valid move viz.
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@ -29,7 +29,7 @@ class Renderer:
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self.screen = pygame.display.set_mode(self.screen_size)
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self.screen = pygame.display.set_mode(self.screen_size)
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self.clock = pygame.time.Clock()
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self.clock = pygame.time.Clock()
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assets = list((Path(__file__).parent / 'assets').rglob('*.png'))
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assets = list((Path(__file__).parent / 'assets').rglob('*.png'))
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self.assets = {path.stem: self.load_asset(str(path), 0.97) for path in assets}
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self.assets = {path.stem: self.load_asset(str(path), 0.96) for path in assets}
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self.fill_bg()
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self.fill_bg()
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def fill_bg(self):
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def fill_bg(self):
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@ -76,7 +76,7 @@ class Renderer:
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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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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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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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pygame.draw.rect(shape_surf, self.WHITE, shape_surf.get_rect())
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shape_surf.set_alpha(96)
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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(shape_surf, visibility_rect)
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self.screen.blit(**bp)
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self.screen.blit(**bp)
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pygame.display.flip()
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pygame.display.flip()
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@ -39,11 +39,12 @@ class GettingDirty(BaseFactory):
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height, width = self.state.shape[1:]
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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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self.renderer = Renderer(width, height, view_radius=2)
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dirt = [Entity('dirt', [x, y], min(1.1*self.state[DIRT_INDEX, x, y], 1), 'opacity')
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dirt = [Entity('dirt', [x, y], min(1.5*self.state[DIRT_INDEX, x, y], 1), 'opacity')
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for x, y in np.argwhere(self.state[DIRT_INDEX] > h.IS_FREE_CELL)]
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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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walls = [Entity('wall', pos) for pos in np.argwhere(self.state[h.LEVEL_IDX] > h.IS_FREE_CELL)]
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violation = lambda agent: agent.action_valid and agent.collision_vector[h.LEVEL_IDX] <= 0
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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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agents = {f'agent{i+1}': [Entity(f'agent{i+1}' if violation(agent) else f'agent{i+1}violation', agent.pos)]
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else (f'agent{agent.i+1}valid' if self._is_clean_up_action(agent.action) else f'agent{agent.i+1}')
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agents = {f'agent{i+1}': [Entity(asset_str(agent), agent.pos)]
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for i, agent in enumerate(self.agent_states)}
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for i, agent in enumerate(self.agent_states)}
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self.renderer.render(OrderedDict(dirt=dirt, wall=walls, **agents))
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self.renderer.render(OrderedDict(dirt=dirt, wall=walls, **agents))
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