Resolved some warnings and style issues

This commit is contained in:
Steffen Illium
2023-11-10 09:29:54 +01:00
parent a9462a8b6f
commit 6711a0976b
64 changed files with 331 additions and 361 deletions

View File

@ -1,11 +1,12 @@
from itertools import islice
from typing import List, Dict, Tuple
from typing import List, Tuple
import numpy as np
from marl_factory_grid.environment import constants as c
from marl_factory_grid.environment.entity.entity import Entity
from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.utils.results import Result
from marl_factory_grid.utils.results import Result, DoneResult
class StepRules:
@ -83,13 +84,51 @@ class Gamestate(object):
return f'{self.__class__.__name__}({len(self.entities)} Entitites @ Step {self.curr_step})'
@property
def random_free_position(self):
def random_free_position(self) -> (int, int):
"""
Returns a single **free** position (x, y), which is **free** for spawning or walking.
No Entity at this position posses *var_is_blocking_pos* or *var_can_collide*.
:return: Single **free** position.
"""
return self.get_n_random_free_positions(1)[0]
def get_n_random_free_positions(self, n):
def get_n_random_free_positions(self, n) -> list[tuple[int, int]]:
"""
Returns a list of *n* **free** positions [(x, y), ... ], which are **free** for spawning or walking.
No Entity at this position posses *var_is_blocking_pos* or *var_can_collide*.
:return: List of n **free** position.
"""
return list(islice(self.entities.free_positions_generator, n))
def tick(self, actions) -> List[Result]:
@property
def random_position(self) -> (int, int):
"""
Returns a single available position (x, y), ignores all entity attributes.
:return: Single random position.
"""
return self.get_n_random_positions(1)[0]
def get_n_random_positions(self, n) -> list[tuple[int, int]]:
"""
Returns a list of *n* available positions [(x, y), ... ], ignores all entity attributes.
:return: List of n random positions.
"""
return list(islice(self.entities.floorlist, n))
def tick(self, actions) -> list[Result]:
"""
Performs a single **Gamestate Tick**by calling the inner rule hooks in sequential order.
- tick_pre_step_all: Things to do before the agents do their actions. Statechange, Moving, Spawning etc...
- agent tick: Agents do their actions.
- tick_step_all: Things to do after the agents did their actions. Statechange, Moving, Spawning etc...
- tick_post_step_all: Things to do at the very end of each step. Counting, Reward calculations etc...
:return: List of *Result*-objects.
"""
results = list()
self.curr_step += 1
@ -112,11 +151,23 @@ class Gamestate(object):
return results
def print(self, string):
def print(self, string) -> None:
"""
When *verbose* is active, print stuff.
:param string: *String* to print.
:type string: str
:return: Nothing
"""
if self.verbose:
print(string)
def check_done(self):
def check_done(self) -> List[DoneResult]:
"""
Iterate all **Rules** that override tehe *on_ckeck_done* hook.
:return: List of Results
"""
results = list()
for rule in self.rules:
if on_check_done_result := rule.on_check_done(self):
@ -124,20 +175,44 @@ class Gamestate(object):
return results
def get_all_pos_with_collisions(self) -> List[Tuple[(int, int)]]:
positions = [pos for pos, entities in self.entities.pos_dict.items() if len(entities) >= 2 and (len([e for e in entities if e.var_can_collide]) >= 2)]
"""
Returns a list positions [(x, y), ... ] on which collisions occur. This does not include agents,
that were unable to move because their target direction was blocked, also a form of collision.
:return: List of positions.
"""
positions = [pos for pos, entities in self.entities.pos_dict.items() if
len(entities) >= 2 and (len([e for e in entities if e.var_can_collide]) >= 2)
]
return positions
def check_move_validity(self, moving_entity, position):
if moving_entity.pos != position and not any(
entity.var_is_blocking_pos for entity in self.entities.pos_dict[position]) and not (
moving_entity.var_is_blocking_pos and self.entities.is_occupied(position)):
return True
else:
return False
def check_move_validity(self, moving_entity: Entity, target_position: (int, int)) -> bool:
"""
Whether it is safe to move to the target positions and moving entity does not introduce a blocking attribute,
when position is allready occupied.
def check_pos_validity(self, position):
if not any(entity.var_is_blocking_pos for entity in self.entities.pos_dict[position]):
return True
else:
return False
:param moving_entity: Entity
:param target_position: pos
:return: Safe to move to
"""
is_not_blocked = self.check_pos_validity(target_position)
will_not_block_others = moving_entity.var_is_blocking_pos and self.entities.is_occupied(target_position)
if moving_entity.pos != target_position and is_not_blocked and not will_not_block_others:
return c.VALID
else:
return c.NOT_VALID
def check_pos_validity(self, pos: (int, int)) -> bool:
"""
Check if *pos* is a valid position to move or spawn to.
:param pos: position to check
:return: Wheter pos is a valid target.
"""
if not any(e.var_is_blocking_pos for e in self.entities.pos_dict[pos]) and pos in self.entities.floorlist:
return c.VALID
else:
return c.NOT_VALID