from collections import defaultdict from enum import Enum, auto from typing import Tuple, Union import numpy as np from pathlib import Path LEVELS_DIR = 'levels' TO_BE_AVERAGED = ['dirt_amount', 'dirty_tiles'] IGNORED_DF_COLUMNS = ['Episode', 'Run', 'train_step', 'step', 'index', 'dirt_amount', 'dirty_tile_count', 'terminal_observation', 'episode'] # Constants class Constants(Enum): WALL = '#' DOOR = 'D' DANGER_ZONE = 'x' LEVEL = 'level' AGENT = 'Agent' FREE_CELL = 0 OCCUPIED_CELL = 1 NO_POS = (-9999, -9999) DOORS = 'doors' CLOSED_DOOR = 1 OPEN_DOOR = -1 ACTION = auto() COLLISIONS = auto() VALID = True NOT_VALID = False # Dirt Env DIRT = 'dirt' # Item Env ITEM = 'item' INVENTORY = 'inventory' def __bool__(self): return bool(self.value) class ManhattanMoves(Enum): NORTH = 'north' EAST = 'east' SOUTH = 'south' WEST = 'west' class DiagonalMoves(Enum): NORTHEAST = 'north_east' SOUTHEAST = 'south_east' SOUTHWEST = 'south_west' NORTHWEST = 'north_west' class EnvActions(Enum): NOOP = 'no_op' USE_DOOR = 'use_door' CLEAN_UP = 'clean_up' ITEM_ACTION = 'item_action' d = DiagonalMoves m = ManhattanMoves c = Constants ACTIONMAP = defaultdict(lambda: (0, 0), {m.NORTH.name: (-1, 0), d.NORTHEAST.name: (-1, +1), m.EAST.name: (0, 1), d.SOUTHEAST.name: (1, 1), m.SOUTH.name: (1, 0), d.SOUTHWEST.name: (+1, -1), m.WEST.name: (0, -1), d.NORTHWEST.name: (-1, -1) } ) # Utility functions def parse_level(path): with path.open('r') as lvl: level = list(map(lambda x: list(x.strip()), lvl.readlines())) if len(set([len(line) for line in level])) > 1: raise AssertionError('Every row of the level string must be of equal length.') return level def one_hot_level(level, wall_char: Union[c, str] = c.WALL): grid = np.array(level) binary_grid = np.zeros(grid.shape, dtype=np.int8) if wall_char in c: binary_grid[grid == wall_char.value] = c.OCCUPIED_CELL.value else: binary_grid[grid == wall_char] = c.OCCUPIED_CELL.value return binary_grid def check_position(slice_to_check_against: np.ndarray, position_to_check: Tuple[int, int]): x_pos, y_pos = position_to_check # Check if agent colides with grid boundrys valid = not ( x_pos < 0 or y_pos < 0 or x_pos >= slice_to_check_against.shape[0] or y_pos >= slice_to_check_against.shape[0] ) # Check for collision with level walls valid = valid and not slice_to_check_against[x_pos, y_pos] return c.VALID if valid else c.NOT_VALID def asset_str(agent): # What does this abonimation do? # if any([x is None for x in [self._slices[j] for j in agent.collisions]]): # print('error') col_names = [x.name for x in agent.temp_collisions] if c.AGENT.value in col_names: return 'agent_collision', 'blank' elif not agent.temp_valid or c.LEVEL.name in col_names or c.AGENT.name in col_names: return c.AGENT.value, 'invalid' elif agent.temp_valid: return c.AGENT.value, 'valid' else: return c.AGENT.value, 'idle' if __name__ == '__main__': parsed_level = parse_level(Path(__file__).parent / 'factory' / 'levels' / 'simple.txt') y = one_hot_level(parsed_level) print(np.argwhere(y == 0))