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https://github.com/illiumst/marl-factory-grid.git
synced 2025-10-24 02:56:51 +02:00
WIP: removing tiles
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@@ -81,16 +81,15 @@ class Factory(gym.Env):
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self.state = None
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# Init entity:
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entities = self.map.do_init()
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entities = self.map.do_init() # done
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# Grab all )rules:
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rules = self.conf.load_rules()
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# Agents
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# noinspection PyAttributeOutsideInit
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self.state = Gamestate(entities, rules, self.conf.env_seed)
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agents = self.conf.load_agents(self.map.size, self[c.FLOOR].empty_tiles)
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self.state = Gamestate(entities, rules, self.conf.env_seed) # get_all_tiles_with_collisions
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agents = self.conf.load_agents(self.map.size, self[c.FLOOR].empty_tiles) # empty_tiles -> entity(tile)
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self.state.entities.add_item({c.AGENT: agents})
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# All is set up, trigger additional init (after agent entity spawn etc)
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@@ -166,7 +165,7 @@ class Factory(gym.Env):
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if not self._renderer: # lazy init
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from marl_factory_grid.utils.renderer import Renderer
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global Renderer
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self._renderer = Renderer(self.map.level_shape, view_radius=self.conf.pomdp_r, fps=10)
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self._renderer = Renderer(self.map.level_shape, view_radius=self.conf.pomdp_r, fps=10)
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render_entities = self.state.entities.render()
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if self.conf.pomdp_r:
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