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https://github.com/illiumst/marl-factory-grid.git
synced 2026-07-15 23:31:52 +02:00
new rules, new spawn logic, small fixes, default and narrow corridor debugged
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@@ -48,9 +48,9 @@ class Move(Action, abc.ABC):
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reward = r.MOVEMENTS_VALID if move_validity else r.MOVEMENTS_FAIL
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return ActionResult(entity=entity, identifier=self._identifier, validity=move_validity, reward=reward)
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else: # There is no place to go, propably collision
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# This is currently handeld by the Collision rule, so that it can be switched on and off by conf.yml
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# This is currently handeld by the WatchCollisions rule, so that it can be switched on and off by conf.yml
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# return ActionResult(entity=entity, identifier=self._identifier, validity=c.NOT_VALID, reward=r.COLLISION)
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return ActionResult(entity=entity, identifier=self._identifier, validity=c.NOT_VALID, reward=0)
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return ActionResult(entity=entity, identifier=self._identifier, validity=c.NOT_VALID)
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def _calc_new_pos(self, pos):
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x_diff, y_diff = MOVEMAP[self._identifier]
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