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Merge branch 'main' into refactor_rename
# Conflicts: # marl_factory_grid/environment/entity/entity.py # marl_factory_grid/modules/destinations/entitites.py # marl_factory_grid/modules/doors/entitites.py # marl_factory_grid/modules/items/groups.py
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@@ -4,7 +4,7 @@ from marl_factory_grid.environment.entity.agent import Agent
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from marl_factory_grid.environment.entity.entity import Entity
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from marl_factory_grid.environment import constants as c
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from marl_factory_grid.environment.entity.mixin import BoundEntityMixin
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from marl_factory_grid.utils.render import RenderEntity
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from marl_factory_grid.utils.utility_classes import RenderEntity
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from marl_factory_grid.modules.destinations import constants as d
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@@ -34,7 +34,6 @@ class Destination(Entity):
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def var_can_be_bound(self):
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return True
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@property
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def was_reached(self):
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return self._was_reached
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@@ -52,12 +51,10 @@ class Destination(Entity):
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self._per_agent_actions[agent.name] += 1
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return c.VALID
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@property
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def has_just_been_reached(self):
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if self.was_reached:
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def has_just_been_reached(self, state):
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if self.was_reached():
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return False
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agent_at_position = any(
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c.AGENT.lower() in x.name.lower() for x in state.entities.pos_dict[self.pos] if x.var_can_collide)
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agent_at_position = any(state[c.AGENT].by_pos(self.pos))
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if self.bound_entity:
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return ((agent_at_position and not self.action_counts)
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@@ -75,7 +72,7 @@ class Destination(Entity):
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return state_summary
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def render(self):
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if self.was_reached:
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if self.was_reached():
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return None
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else:
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return RenderEntity(d.DESTINATION, self.pos)
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