diff --git a/environments/factory/assets/dirt.jpg b/environments/factory/assets/dirt.jpg deleted file mode 100644 index a78950e..0000000 Binary files a/environments/factory/assets/dirt.jpg and /dev/null differ diff --git a/environments/factory/assets/dirt.png b/environments/factory/assets/dirt.png index 9e29d1b..676a650 100644 Binary files a/environments/factory/assets/dirt.png and b/environments/factory/assets/dirt.png differ diff --git a/environments/factory/renderer.py b/environments/factory/renderer.py index 5ff7582..ca47233 100644 --- a/environments/factory/renderer.py +++ b/environments/factory/renderer.py @@ -6,18 +6,22 @@ from pathlib import Path class Renderer: BG_COLOR = (99, 110, 114) WHITE = (200, 200, 200) + PINK = (0.5, 255, 118, 117) - def __init__(self, grid_w=16, grid_h=16, cell_size=25, fps=4, grid_lines=True, assets=['wall', 'agent']): + def __init__(self, grid_w=16, grid_h=16, cell_size=30, fps=4, grid_lines=True, view_radius=2): self.grid_h = grid_h self.grid_w = grid_w self.cell_size = cell_size - self.fps = fps# + self.fps = fps self.grid_lines = grid_lines + self.view_radius = view_radius pygame.init() self.screen_size = (grid_h*cell_size, grid_w*cell_size) self.screen = pygame.display.set_mode(self.screen_size) self.clock = pygame.time.Clock() - self.assets = {name: self.load_asset(name, 0.97) for name in assets} + assets = list((Path(__file__).parent / 'assets').glob('*.png')) + self.assets = {path.stem: self.load_asset(str(path), 0.95) for path in assets} + print(self.assets) self.fill_bg() def fill_bg(self): @@ -29,18 +33,18 @@ class Renderer: rect = pygame.Rect(x, y, self.cell_size, self.cell_size) pygame.draw.rect(self.screen, Renderer.WHITE, rect, 1) - def render_asset(self, r, c, name): + def blit_params(self, r, c, name): img = self.assets[name] o = self.cell_size//2 r_, c_ = r*self.cell_size + o, c*self.cell_size + o rect = img.get_rect() rect.centerx, rect.centery = c_, r_ - self.screen.blit(img, rect) - return c_, r_ - def load_asset(self, name, factor=1.0): + return img, rect + + def load_asset(self, path, factor=1.0): s = int(factor*self.cell_size) - wall_img = pygame.image.load(str(Path(__file__).parent / 'assets' / f'{name}.png')).convert_alpha() + wall_img = pygame.image.load(path).convert_alpha() wall_img = pygame.transform.scale(wall_img, (s, s)) return wall_img @@ -48,7 +52,13 @@ class Renderer: self.fill_bg() for asset, positions in pos_dict.items(): for x, y in positions: - self.render_asset(x, y, asset) + img, rect = self.blit_params(x, y, asset) + if 'agent' in asset and self.view_radius > 0: + visibility_rect = rect.inflate((self.view_radius*2)*self.cell_size, (self.view_radius*2)*self.cell_size) + shape_surf = pygame.Surface(visibility_rect.size, pygame.SRCALPHA) + pygame.draw.rect(shape_surf, self.PINK, shape_surf.get_rect()) + self.screen.blit(shape_surf, visibility_rect) + self.screen.blit(img, rect) pygame.display.flip() self.clock.tick(self.fps) @@ -56,5 +66,5 @@ class Renderer: if __name__ == '__main__': renderer = Renderer(fps=2, cell_size=40, assets=['wall', 'agent', 'dirt']) for i in range(15): - renderer.render({'agent': [(5, 5)], 'wall': [(0, i), (i, 0)], 'dirt': [(3,3), (3,4)]}) + renderer.render({'agent': [(5, i)], 'wall': [(0, i), (i, 0)], 'dirt': [(3,3), (3,4)]}) diff --git a/environments/factory/simple_factory_getting_dirty.py b/environments/factory/simple_factory_getting_dirty.py index 99954b9..4e4745d 100644 --- a/environments/factory/simple_factory_getting_dirty.py +++ b/environments/factory/simple_factory_getting_dirty.py @@ -1,4 +1,4 @@ -from collections import defaultdict +from collections import defaultdict, OrderedDict from typing import List import numpy as np @@ -7,6 +7,8 @@ from attr import dataclass from environments.factory.base_factory import BaseFactory, AgentState from environments import helpers as h +from environments.factory.renderer import Renderer + DIRT_INDEX = -1 @dataclass class DirtProperties: @@ -24,6 +26,18 @@ class GettingDirty(BaseFactory): self._dirt_properties = dirt_properties super(GettingDirty, self).__init__(*args, **kwargs) self.slice_strings.update({self.state.shape[0]-1: 'dirt'}) + self.renderer = None # expensive - dont use it when not required ! + + def render(self): + if not self.renderer: # lazy init + h, w = self.state.shape[1:] + self.renderer = Renderer(w, h, view_radius=0) + self.renderer.render( # todo: nur fuers prinzip, ist hardgecoded Dreck aktuell + OrderedDict(wall=np.argwhere(self.state[0] > 0), # Ordered dict defines the drawing order! important + dirt=np.argwhere(self.state[DIRT_INDEX] > 0), + agent=np.argwhere(self.state[1] > 0) + ) + ) def spawn_dirt(self) -> None: free_for_dirt = self.free_cells(excluded_slices=DIRT_INDEX) @@ -91,6 +105,9 @@ class GettingDirty(BaseFactory): if __name__ == '__main__': import random + + render = True + dirt_props = DirtProperties() factory = GettingDirty(n_agents=1, dirt_properties=dirt_props) monitor_list = list() @@ -99,6 +116,7 @@ if __name__ == '__main__': state, r, done, _ = factory.reset() for action in random_actions: state, r, done, info = factory.step(action) + if render: factory.render() monitor_list.append(factory.monitor.to_pd_dataframe()) print(f'Factory run {epoch} done, reward is:\n {r}')