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

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@ -1,4 +1,3 @@
from .actions import ItemAction
from .entitites import Item, DropOffLocation
from .groups import DropOffLocations, Items, Inventory, Inventories
from .rules import ItemRules

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@ -29,7 +29,7 @@ class ItemAction(Action):
elif items := state[i.ITEM].by_pos(entity.pos):
item = items[0]
item.change_parent_collection(inventory)
item.set_pos_to(c.VALUE_NO_POS)
item.set_pos(c.VALUE_NO_POS)
state.print(f'{entity.name} just picked up an item at {entity.pos}')
return ActionResult(entity=entity, identifier=self._identifier, validity=c.VALID, reward=r.PICK_UP_VALID)

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@ -8,16 +8,11 @@ from marl_factory_grid.modules.items import constants as i
class Item(Entity):
@property
def var_can_collide(self):
return False
def render(self):
return RenderEntity(i.ITEM, self.pos) if self.pos != c.VALUE_NO_POS else None
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self._auto_despawn = -1
@property
def auto_despawn(self):
@ -31,9 +26,6 @@ class Item(Entity):
def set_auto_despawn(self, auto_despawn):
self._auto_despawn = auto_despawn
def set_pos_to(self, no_pos):
self._pos = no_pos
def summarize_state(self) -> dict:
super_summarization = super(Item, self).summarize_state()
super_summarization.update(dict(auto_despawn=self.auto_despawn))
@ -42,21 +34,6 @@ class Item(Entity):
class DropOffLocation(Entity):
@property
def var_can_collide(self):
return False
@property
def var_can_move(self):
return False
@property
def var_is_blocking_light(self):
return False
@property
def var_has_position(self):
return True
def render(self):
return RenderEntity(i.DROP_OFF, self.pos)

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@ -8,6 +8,7 @@ from marl_factory_grid.environment.groups.objects import _Objects
from marl_factory_grid.environment.groups.mixins import IsBoundMixin
from marl_factory_grid.environment.entity.agent import Agent
from marl_factory_grid.modules.items.entitites import Item, DropOffLocation
from marl_factory_grid.utils.results import Result
class Items(Collection):
@ -15,7 +16,7 @@ class Items(Collection):
@property
def var_has_position(self):
return False
return True
@property
def is_blocking_light(self):
@ -28,18 +29,18 @@ class Items(Collection):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
@staticmethod
def trigger_item_spawn(state, n_items, spawn_frequency):
if item_to_spawns := max(0, (n_items - len(state[i.ITEM]))):
position_list = [x for x in state.entities.floorlist]
shuffle(position_list)
position_list = state.entities.floorlist[:item_to_spawns]
state[i.ITEM].spawn(position_list)
state.print(f'{item_to_spawns} new items have been spawned; next spawn in {spawn_frequency}')
return len(position_list)
def trigger_spawn(self, state, *entity_args, coords_or_quantity=None, **entity_kwargs) -> [Result]:
coords_or_quantity = coords_or_quantity if coords_or_quantity else self._coords_or_quantity
assert coords_or_quantity
if item_to_spawns := max(0, (coords_or_quantity - len(self))):
return super().trigger_spawn(state,
*entity_args,
coords_or_quantity=item_to_spawns,
**entity_kwargs)
else:
state.print('No Items are spawning, limit is reached.')
return 0
return Result(identifier=f'{self.name}_spawn', validity=c.NOT_VALID, value=coords_or_quantity)
class Inventory(IsBoundMixin, Collection):
@ -76,9 +77,15 @@ class Inventory(IsBoundMixin, Collection):
class Inventories(_Objects):
_entity = Inventory
var_can_move = False
var_has_position = False
symbol = None
@property
def var_can_move(self):
return False
def spawn_rule(self):
return {c.SPAWN_ENTITY_RULE: dict(collection=self, coords_or_quantity=None)}
def __init__(self, size: int, *args, **kwargs):
super(Inventories, self).__init__(*args, **kwargs)
@ -86,10 +93,12 @@ class Inventories(_Objects):
self._obs = None
self._lazy_eval_transforms = []
def spawn(self, agents):
inventories = [self._entity(agent, self.size, )
for _, agent in enumerate(agents)]
self.add_items(inventories)
def spawn(self, agents, *args, **kwargs):
self.add_items([self._entity(agent, self.size, *args, **kwargs) for _, agent in enumerate(agents)])
return [Result(identifier=f'{self.name}_spawn', validity=c.VALID, value=len(self))]
def trigger_spawn(self, state, *args, **kwargs) -> [Result]:
return self.spawn(state[c.AGENT], *args, **kwargs)
def idx_by_entity(self, entity):
try:
@ -106,9 +115,6 @@ class Inventories(_Objects):
def summarize_states(self, **kwargs):
return [val.summarize_states(**kwargs) for key, val in self.items()]
@staticmethod
def trigger_inventory_spawn(state):
state[i.INVENTORY].spawn(state[c.AGENT])
class DropOffLocations(Collection):
@ -135,7 +141,7 @@ class DropOffLocations(Collection):
@staticmethod
def trigger_drop_off_location_spawn(state, n_locations):
empty_positions = state.entities.empty_positions()[:n_locations]
empty_positions = state.entities.empty_positions[:n_locations]
do_entites = state[i.DROP_OFF]
drop_offs = [DropOffLocation(pos) for pos in empty_positions]
do_entites.add_items(drop_offs)

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@ -6,52 +6,28 @@ from marl_factory_grid.utils.results import TickResult
from marl_factory_grid.modules.items import constants as i
class ItemRules(Rule):
class RespawnItems(Rule):
def __init__(self, n_items: int = 5, spawn_frequency: int = 15,
n_locations: int = 5, max_dropoff_storage_size: int = 0):
def __init__(self, n_items: int = 5, respawn_freq: int = 15, n_locations: int = 5):
super().__init__()
self.spawn_frequency = spawn_frequency
self._next_item_spawn = spawn_frequency
self.spawn_frequency = respawn_freq
self._next_item_spawn = respawn_freq
self.n_items = n_items
self.max_dropoff_storage_size = max_dropoff_storage_size
self.n_locations = n_locations
def on_init(self, state, lvl_map):
state[i.DROP_OFF].trigger_drop_off_location_spawn(state, self.n_locations)
self._next_item_spawn = self.spawn_frequency
state[i.INVENTORY].trigger_inventory_spawn(state)
state[i.ITEM].trigger_item_spawn(state, self.n_items, self.spawn_frequency)
def tick_step(self, state):
for item in list(state[i.ITEM].values()):
if item.auto_despawn >= 1:
item.set_auto_despawn(item.auto_despawn - 1)
elif not item.auto_despawn:
state[i.ITEM].delete_env_object(item)
else:
pass
if not self._next_item_spawn:
state[i.ITEM].trigger_item_spawn(state, self.n_items, self.spawn_frequency)
state[i.ITEM].trigger_spawn(state, self.n_items, self.spawn_frequency)
else:
self._next_item_spawn = max(0, self._next_item_spawn - 1)
return []
def tick_post_step(self, state) -> List[TickResult]:
for item in list(state[i.ITEM].values()):
if item.auto_despawn >= 1:
item.set_auto_despawn(item.auto_despawn-1)
elif not item.auto_despawn:
state[i.ITEM].delete_env_object(item)
else:
pass
if not self._next_item_spawn:
if spawned_items := state[i.ITEM].trigger_item_spawn(state, self.n_items, self.spawn_frequency):
return [TickResult(self.name, validity=c.VALID, value=spawned_items, entity=None)]
if spawned_items := state[i.ITEM].trigger_spawn(state, self.n_items, self.spawn_frequency):
return [TickResult(self.name, validity=c.VALID, value=spawned_items.value)]
else:
return [TickResult(self.name, validity=c.NOT_VALID, value=0, entity=None)]
return [TickResult(self.name, validity=c.NOT_VALID, value=0)]
else:
self._next_item_spawn = max(0, self._next_item_spawn-1)
return []