Movement printing and Results, state, state reset.

This commit is contained in:
Steffen Illium 2023-11-16 17:08:08 +01:00
parent 7f1d99fe18
commit 6c27aa8eaf
11 changed files with 45 additions and 21 deletions

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@ -79,7 +79,7 @@ Rules:
done_at_collisions: false
# Done Conditions
DoneAtDestinationReachAny:
DoneAtDestinationReach:
DoneOnAllDirtCleaned:
DoneAtBatteryDischarge:
DoneAtMaintainerCollision:

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@ -51,13 +51,18 @@ class Move(Action, abc.ABC):
def do(self, entity, state):
new_pos = self._calc_new_pos(entity.pos)
if state.check_move_validity(entity, new_pos):
# noinspection PyUnresolvedReferences
move_really_was_valid = entity.move(new_pos, state)
return self.get_result(move_really_was_valid, entity)
else: # There is no place to go, propably collision
valid = entity.move(new_pos, state)
else:
# There is no place to go, propably collision
# This is currently handeld by the WatchCollisions rule, so that it can be switched on and off by conf.yml
# return ActionResult(entity=entity, identifier=self._identifier, validity=c.NOT_VALID, reward=r.COLLISION)
return self.get_result(c.NOT_VALID, entity)
valid = c.NOT_VALID
if valid:
state.print(f'{entity.name} just moved to {entity.pos}.')
else:
state.print(f'{entity.name} just tried to move to {new_pos} but either failed or hat a Collision.')
return self.get_result(valid, entity)
def _calc_new_pos(self, pos):
x_diff, y_diff = MOVEMAP[self._identifier]

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@ -43,9 +43,6 @@ class Agent(Entity):
def var_is_blocking_pos(self):
return self._is_blocking_pos
@property
def state(self):
return self._state or ActionResult(entity=self, identifier=c.NOOP, validity=c.VALID)
def __init__(self, actions: List[Action], observations: List[str], *args, is_blocking_pos=False, **kwargs):
super(Agent, self).__init__(*args, **kwargs)
@ -53,21 +50,16 @@ class Agent(Entity):
self.step_result = dict()
self._actions = actions
self._observations = observations
self._state: Union[Result, None] = None
self._status: Union[Result, None] = None
self._is_blocking_pos = is_blocking_pos
# noinspection PyAttributeOutsideInit
def clear_temp_state(self):
self._state = None
return self
def summarize_state(self):
state_dict = super().summarize_state()
state_dict.update(valid=bool(self.state.validity), action=str(self.state.identifier))
return state_dict
def set_state(self, action_result):
self._state = action_result
self._status = action_result
def paralyze(self, reason):
self._paralyzed.add(reason)

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@ -90,7 +90,14 @@ class Entity(Object, abc.ABC):
self.set_pos(next_pos)
for observer in self.observers:
observer.notify_add_entity(self)
# Aftermath Collision Check
if len([x for x in state.entities.by_pos(next_pos) if x.var_can_collide]):
# The entity did move, but there was something to collide with...
# Is then reported as a non-valid move, which did work.
valid = False
return valid
# Bad naming... Was the same was the same pos, not moving....
return not_same_pos
def __init__(self, pos, bind_to=None, **kwargs):

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@ -40,6 +40,7 @@ class Object:
return True
def __init__(self, str_ident: Union[str, None] = None, **kwargs):
self._status = None
self._bound_entity = None
self._observers = set()
self._str_ident = str_ident
@ -84,6 +85,10 @@ class Object:
def summarize_state(self):
return dict()
def clear_temp_state(self):
self._status = None
return self
def bind_to(self, entity):
# noinspection PyAttributeOutsideInit
self._bound_entity = entity

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@ -132,7 +132,8 @@ class WatchCollisions(Rule):
for i, guest in enumerate(guests):
try:
guest.set_state(TickResult(identifier=c.COLLISION, reward=self.reward,
validity=c.NOT_VALID, entity=self))
validity=c.NOT_VALID, entity=guest)
)
except AttributeError:
pass
results.append(TickResult(entity=guest, identifier=c.COLLISION,

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@ -19,5 +19,5 @@ class DestAction(Action):
state.print(f'{entity.name} just waited at {entity.pos}')
else:
valid = c.NOT_VALID
state.print(f'{entity.name} just tried to do_wait_action do_wait_action at {entity.pos} but failed')
state.print(f'{entity.name} just tried to "do_wait_action" at {entity.pos} but failed')
return self.get_result(valid, entity)

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@ -70,6 +70,10 @@ class Inventory(IsBoundMixin, Collection):
def set_collection(self, collection):
self._collection = collection
def clear_temp_state(self):
# Entites need this, but inventories have no state....
pass
class Inventories(Objects):
_entity = Inventory

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@ -26,16 +26,22 @@ class Maintainer(Entity):
self._last_serviced = 'None'
def tick(self, state):
self.clear_temp_state
if found_objective := h.get_first(state[self.objective].by_pos(self.pos)):
if found_objective.name != self._last_serviced:
self.action.do(self, state)
self._last_serviced = found_objective.name
else:
action = self.get_move_action(state)
return action.do(self, state)
result = action.do(self, state)
else:
action = self.get_move_action(state)
return action.do(self, state)
result = action.do(self, state)
self.set_state(result)
return result
def set_state(self, action_result):
self._status = action_result
def get_move_action(self, state) -> Action:
if self._path is None or not len(self._path):

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@ -152,6 +152,9 @@ class Gamestate(object):
results = list()
self.curr_step += 1
for entity in self.entities.iter_entities():
entity.clear_temp_state()
# Main Agent Step
results.extend(self.rules.tick_pre_step_all(self))
@ -210,6 +213,7 @@ class Gamestate(object):
"""
Whether it is safe to move to the target positions and moving entity does not introduce a blocking attribute,
when position is allready occupied.
!!! Will still report true even though, there could be an enity, which var_can_collide == true !!!
:param moving_entity: Entity
:param target_position: pos

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@ -29,7 +29,7 @@ if __name__ == '__main__':
ce.save_all(run_path / 'all_out.yaml')
# Path to config File
path = Path('marl_factory_grid/configs/eight_puzzle.yaml')
path = Path('marl_factory_grid/configs/default_config.yaml')
# Env Init
factory = Factory(path)