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

@@ -4,29 +4,24 @@ from marl_factory_grid.utils.results import TickResult, DoneResult
from marl_factory_grid.environment import constants as c
from . import rewards as r
from . import constants as M
from marl_factory_grid.utils.states import Gamestate
class MaintenanceRule(Rule):
class MoveMaintainers(Rule):
def __init__(self, n_maintainer: int = 1, *args, **kwargs):
super(MaintenanceRule, self).__init__(*args, **kwargs)
self.n_maintainer = n_maintainer
def on_init(self, state: Gamestate, lvl_map):
state[M.MAINTAINERS].spawn(state.entities.empty_positions[:self.n_maintainer], state)
pass
def tick_pre_step(self, state) -> List[TickResult]:
pass
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
def tick_step(self, state) -> List[TickResult]:
for maintainer in state[M.MAINTAINERS]:
maintainer.tick(state)
# Todo: Return a Result Object.
return []
def tick_post_step(self, state) -> List[TickResult]:
pass
class DoneAtMaintainerCollision(Rule):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
def on_check_done(self, state) -> List[DoneResult]:
agents = list(state[c.AGENT].values())