better agent visualization

This commit is contained in:
romue 2021-06-09 13:21:30 +02:00
parent dbfa97aaba
commit 76b97b126e
5 changed files with 31 additions and 23 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 KiB

View File

@ -1,22 +1,24 @@
import sys
from dataclasses import dataclass
import numpy as np
from pathlib import Path
from collections import deque
import pygame
from typing import NamedTuple
@dataclass
class Entity:
class Entity(NamedTuple):
name: str
pos: np.array
value: float = 1
value_operation: str = 'none'
state: str = None
class Renderer:
BG_COLOR = (178, 190, 195) # (99, 110, 114)
WHITE = (223, 230, 233) # (200, 200, 200)
AGENT_VIEW_COLOR = (9, 132, 227)
ASSETS = Path(__file__).parent / 'assets'
def __init__(self, grid_w=16, grid_h=16, cell_size=40, fps=4, grid_lines=True, view_radius=2):
self.grid_h = grid_h
@ -29,7 +31,7 @@ class Renderer:
self.screen_size = (grid_w*cell_size, grid_h*cell_size)
self.screen = pygame.display.set_mode(self.screen_size)
self.clock = pygame.time.Clock()
assets = list((Path(__file__).parent / 'assets').rglob('*.png'))
assets = list(self.ASSETS.rglob('*.png'))
self.assets = {path.stem: self.load_asset(str(path), 1) for path in assets}
self.fill_bg()
@ -64,25 +66,29 @@ class Renderer:
wall_img = pygame.transform.smoothscale(wall_img, (s, s))
return wall_img
def render(self, pos_dict):
def render(self, entities):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
self.fill_bg()
blits = deque()
for asset, entities in pos_dict.items():
for entity in entities:
bp = self.blit_params(entity)
if 'agent' in entity.name and self.view_radius > 0:
visibility_rect = bp['dest'].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.AGENT_VIEW_COLOR, shape_surf.get_rect())
shape_surf.set_alpha(64)
blits.appendleft(dict(source=shape_surf, dest=visibility_rect))
blits.append(bp)
for entity in entities:
bp = self.blit_params(entity)
blits.append(bp)
if 'agent' in entity.name and self.view_radius > 0:
visibility_rect = bp['dest'].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.AGENT_VIEW_COLOR, shape_surf.get_rect())
shape_surf.set_alpha(64)
blits.appendleft(dict(source=shape_surf, dest=visibility_rect))
agent_state_blits = self.blit_params(Entity(entity.state, (entity.pos[0]+0.11, entity.pos[1]), 0.48, 'scale'))
blits.append(agent_state_blits)
for blit in blits:
self.screen.blit(**blit)
pygame.display.flip()
self.clock.tick(self.fps)
@ -90,5 +96,6 @@ class Renderer:
if __name__ == '__main__':
renderer = Renderer(fps=2, cell_size=40)
for i in range(15):
renderer.render({'agent': [(5, i)], 'wall': [(0, i), (i, 0)], 'dirt': [(3,3), (3,4)]})
entity = Entity('agent', [5, i], 1, 'idle', 'idle')
renderer.render([entity])

View File

@ -58,15 +58,16 @@ class SimpleFactory(BaseFactory):
if 'agent' in cols:
return 'agent_collision'
elif not agent.action_valid or 'level' in cols or 'agent' in cols:
return f'agent{agent.i + 1}violation'
return f'agent{agent.i + 1}', 'invalid'
elif self._is_clean_up_action(agent.action):
return f'agent{agent.i + 1}valid'
return f'agent{agent.i + 1}', 'valid'
else:
return f'agent{agent.i + 1}'
agents = {f'agent{i+1}': [Entity(asset_str(agent), agent.pos)]
for i, agent in enumerate(self._agent_states)}
self._renderer.render(OrderedDict(dirt=dirt, wall=walls, **agents))
return f'agent{agent.i + 1}', 'idle'
agents = []
for i, agent in enumerate(self._agent_states):
name, state = asset_str(agent)
agents.append(Entity(name, agent.pos, 1, 'none', state))
self._renderer.render(dirt+walls+agents)
def spawn_dirt(self) -> None:
if not np.argwhere(self._state[DIRT_INDEX] != h.IS_FREE_CELL).shape[0] > self.dirt_properties.max_global_amount: