new rules, new spawn logic, small fixes, default and narrow corridor debugged

This commit is contained in:
Steffen Illium
2023-11-09 17:50:20 +01:00
parent 9b9c6e0385
commit 06a5130b25
67 changed files with 768 additions and 921 deletions

View File

@@ -1,7 +1,10 @@
from typing import List, Union
from marl_factory_grid.environment import constants as c
from marl_factory_grid.environment.entity.util import GlobalPosition
from marl_factory_grid.environment.groups.collection import Collection
from marl_factory_grid.utils.results import Result
from marl_factory_grid.utils.states import Gamestate
class Combined(Collection):
@@ -36,17 +39,17 @@ class GlobalPositions(Collection):
_entity = GlobalPosition
@property
def var_is_blocking_light(self):
return False
@property
def var_can_collide(self):
return False
@property
def var_can_be_bound(self):
return True
var_is_blocking_light = False
var_can_be_bound = True
var_can_collide = False
var_has_position = False
def __init__(self, *args, **kwargs):
super(GlobalPositions, self).__init__(*args, **kwargs)
def spawn(self, agents, level_shape, *args, **kwargs):
self.add_items([self._entity(agent, level_shape, *args, **kwargs) for agent in agents])
return [Result(identifier=f'{self.name}_spawn', validity=c.VALID, value=len(self))]
def trigger_spawn(self, state: Gamestate, *args, **kwargs) -> [Result]:
return self.spawn(state[c.AGENT], state.lvl_shape, *args, **kwargs)