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https://github.com/illiumst/marl-factory-grid.git
synced 2025-05-22 14:56:43 +02:00
Movement printing and Results, state, state reset.
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@ -79,7 +79,7 @@ Rules:
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done_at_collisions: false
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# Done Conditions
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DoneAtDestinationReachAny:
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DoneAtDestinationReach:
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DoneOnAllDirtCleaned:
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DoneAtBatteryDischarge:
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DoneAtMaintainerCollision:
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@ -51,13 +51,18 @@ class Move(Action, abc.ABC):
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def do(self, entity, state):
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new_pos = self._calc_new_pos(entity.pos)
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if state.check_move_validity(entity, new_pos):
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# noinspection PyUnresolvedReferences
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move_really_was_valid = entity.move(new_pos, state)
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return self.get_result(move_really_was_valid, entity)
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else: # There is no place to go, propably collision
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valid = entity.move(new_pos, state)
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else:
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# There is no place to go, propably collision
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# This is currently handeld by the WatchCollisions rule, so that it can be switched on and off by conf.yml
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# return ActionResult(entity=entity, identifier=self._identifier, validity=c.NOT_VALID, reward=r.COLLISION)
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return self.get_result(c.NOT_VALID, entity)
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valid = c.NOT_VALID
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if valid:
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state.print(f'{entity.name} just moved to {entity.pos}.')
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else:
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state.print(f'{entity.name} just tried to move to {new_pos} but either failed or hat a Collision.')
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return self.get_result(valid, entity)
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def _calc_new_pos(self, pos):
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x_diff, y_diff = MOVEMAP[self._identifier]
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@ -43,9 +43,6 @@ class Agent(Entity):
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def var_is_blocking_pos(self):
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return self._is_blocking_pos
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@property
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def state(self):
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return self._state or ActionResult(entity=self, identifier=c.NOOP, validity=c.VALID)
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def __init__(self, actions: List[Action], observations: List[str], *args, is_blocking_pos=False, **kwargs):
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super(Agent, self).__init__(*args, **kwargs)
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@ -53,21 +50,16 @@ class Agent(Entity):
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self.step_result = dict()
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self._actions = actions
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self._observations = observations
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self._state: Union[Result, None] = None
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self._status: Union[Result, None] = None
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self._is_blocking_pos = is_blocking_pos
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# noinspection PyAttributeOutsideInit
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def clear_temp_state(self):
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self._state = None
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return self
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def summarize_state(self):
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state_dict = super().summarize_state()
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state_dict.update(valid=bool(self.state.validity), action=str(self.state.identifier))
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return state_dict
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def set_state(self, action_result):
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self._state = action_result
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self._status = action_result
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def paralyze(self, reason):
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self._paralyzed.add(reason)
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@ -90,7 +90,14 @@ class Entity(Object, abc.ABC):
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self.set_pos(next_pos)
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for observer in self.observers:
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observer.notify_add_entity(self)
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# Aftermath Collision Check
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if len([x for x in state.entities.by_pos(next_pos) if x.var_can_collide]):
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# The entity did move, but there was something to collide with...
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# Is then reported as a non-valid move, which did work.
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valid = False
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return valid
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# Bad naming... Was the same was the same pos, not moving....
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return not_same_pos
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def __init__(self, pos, bind_to=None, **kwargs):
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@ -40,6 +40,7 @@ class Object:
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return True
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def __init__(self, str_ident: Union[str, None] = None, **kwargs):
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self._status = None
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self._bound_entity = None
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self._observers = set()
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self._str_ident = str_ident
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@ -84,6 +85,10 @@ class Object:
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def summarize_state(self):
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return dict()
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def clear_temp_state(self):
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self._status = None
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return self
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def bind_to(self, entity):
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# noinspection PyAttributeOutsideInit
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self._bound_entity = entity
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@ -132,7 +132,8 @@ class WatchCollisions(Rule):
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for i, guest in enumerate(guests):
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try:
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guest.set_state(TickResult(identifier=c.COLLISION, reward=self.reward,
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validity=c.NOT_VALID, entity=self))
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validity=c.NOT_VALID, entity=guest)
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)
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except AttributeError:
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pass
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results.append(TickResult(entity=guest, identifier=c.COLLISION,
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@ -19,5 +19,5 @@ class DestAction(Action):
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state.print(f'{entity.name} just waited at {entity.pos}')
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else:
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valid = c.NOT_VALID
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state.print(f'{entity.name} just tried to do_wait_action do_wait_action at {entity.pos} but failed')
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state.print(f'{entity.name} just tried to "do_wait_action" at {entity.pos} but failed')
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return self.get_result(valid, entity)
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@ -70,6 +70,10 @@ class Inventory(IsBoundMixin, Collection):
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def set_collection(self, collection):
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self._collection = collection
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def clear_temp_state(self):
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# Entites need this, but inventories have no state....
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pass
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class Inventories(Objects):
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_entity = Inventory
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@ -26,16 +26,22 @@ class Maintainer(Entity):
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self._last_serviced = 'None'
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def tick(self, state):
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self.clear_temp_state
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if found_objective := h.get_first(state[self.objective].by_pos(self.pos)):
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if found_objective.name != self._last_serviced:
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self.action.do(self, state)
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self._last_serviced = found_objective.name
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else:
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action = self.get_move_action(state)
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return action.do(self, state)
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result = action.do(self, state)
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else:
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action = self.get_move_action(state)
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return action.do(self, state)
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result = action.do(self, state)
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self.set_state(result)
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return result
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def set_state(self, action_result):
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self._status = action_result
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def get_move_action(self, state) -> Action:
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if self._path is None or not len(self._path):
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@ -152,6 +152,9 @@ class Gamestate(object):
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results = list()
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self.curr_step += 1
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for entity in self.entities.iter_entities():
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entity.clear_temp_state()
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# Main Agent Step
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results.extend(self.rules.tick_pre_step_all(self))
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@ -210,6 +213,7 @@ class Gamestate(object):
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"""
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Whether it is safe to move to the target positions and moving entity does not introduce a blocking attribute,
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when position is allready occupied.
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!!! Will still report true even though, there could be an enity, which var_can_collide == true !!!
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:param moving_entity: Entity
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:param target_position: pos
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@ -29,7 +29,7 @@ if __name__ == '__main__':
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ce.save_all(run_path / 'all_out.yaml')
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# Path to config File
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path = Path('marl_factory_grid/configs/eight_puzzle.yaml')
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path = Path('marl_factory_grid/configs/default_config.yaml')
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# Env Init
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factory = Factory(path)
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