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https://github.com/illiumst/marl-factory-grid.git
synced 2025-09-18 00:21:58 +02:00
new rules, new spawn logic, small fixes, default and narrow corridor debugged
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@@ -6,52 +6,28 @@ from marl_factory_grid.utils.results import TickResult
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from marl_factory_grid.modules.items import constants as i
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class ItemRules(Rule):
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class RespawnItems(Rule):
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def __init__(self, n_items: int = 5, spawn_frequency: int = 15,
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n_locations: int = 5, max_dropoff_storage_size: int = 0):
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def __init__(self, n_items: int = 5, respawn_freq: int = 15, n_locations: int = 5):
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super().__init__()
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self.spawn_frequency = spawn_frequency
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self._next_item_spawn = spawn_frequency
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self.spawn_frequency = respawn_freq
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self._next_item_spawn = respawn_freq
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self.n_items = n_items
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self.max_dropoff_storage_size = max_dropoff_storage_size
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self.n_locations = n_locations
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def on_init(self, state, lvl_map):
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state[i.DROP_OFF].trigger_drop_off_location_spawn(state, self.n_locations)
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self._next_item_spawn = self.spawn_frequency
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state[i.INVENTORY].trigger_inventory_spawn(state)
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state[i.ITEM].trigger_item_spawn(state, self.n_items, self.spawn_frequency)
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def tick_step(self, state):
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for item in list(state[i.ITEM].values()):
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if item.auto_despawn >= 1:
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item.set_auto_despawn(item.auto_despawn - 1)
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elif not item.auto_despawn:
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state[i.ITEM].delete_env_object(item)
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else:
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pass
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if not self._next_item_spawn:
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state[i.ITEM].trigger_item_spawn(state, self.n_items, self.spawn_frequency)
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state[i.ITEM].trigger_spawn(state, self.n_items, self.spawn_frequency)
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else:
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self._next_item_spawn = max(0, self._next_item_spawn - 1)
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return []
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def tick_post_step(self, state) -> List[TickResult]:
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for item in list(state[i.ITEM].values()):
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if item.auto_despawn >= 1:
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item.set_auto_despawn(item.auto_despawn-1)
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elif not item.auto_despawn:
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state[i.ITEM].delete_env_object(item)
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else:
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pass
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if not self._next_item_spawn:
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if spawned_items := state[i.ITEM].trigger_item_spawn(state, self.n_items, self.spawn_frequency):
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return [TickResult(self.name, validity=c.VALID, value=spawned_items, entity=None)]
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if spawned_items := state[i.ITEM].trigger_spawn(state, self.n_items, self.spawn_frequency):
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return [TickResult(self.name, validity=c.VALID, value=spawned_items.value)]
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else:
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return [TickResult(self.name, validity=c.NOT_VALID, value=0, entity=None)]
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return [TickResult(self.name, validity=c.NOT_VALID, value=0)]
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else:
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self._next_item_spawn = max(0, self._next_item_spawn-1)
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return []
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