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https://github.com/illiumst/marl-factory-grid.git
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Machines
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@@ -2,27 +2,43 @@ from marl_factory_grid.environment.entity.entity import Entity
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from marl_factory_grid.utils.render import RenderEntity
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from marl_factory_grid.environment import constants as c
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from marl_factory_grid.utils.results import TickResult
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from marl_factory_grid.modules.machines import constants as m, rewards as r
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from . import constants as m
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class Machine(Entity):
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@property
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def var_can_collide(self):
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return False
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@property
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def var_can_move(self):
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return False
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@property
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def var_is_blocking_light(self):
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return False
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@property
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def var_has_position(self):
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return True
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@property
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def encoding(self):
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return self._encodings[self.state]
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return self._encodings[self.status]
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def __init__(self, *args, work_interval: int = 10, pause_interval: int = 15, **kwargs):
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super(Machine, self).__init__(*args, **kwargs)
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self._intervals = dict({m.STATE_IDLE: pause_interval, m.STATE_WORK: work_interval})
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self._encodings = dict({m.STATE_IDLE: pause_interval, m.STATE_WORK: work_interval})
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self.state = m.STATE_IDLE
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self.status = m.STATE_IDLE
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self.health = 100
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self._counter = 0
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self.__delattr__('move')
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def maintain(self):
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if self.state == m.STATE_WORK:
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if self.status == m.STATE_WORK:
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return c.NOT_VALID
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if self.health <= 98:
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self.health = 100
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@@ -31,10 +47,10 @@ class Machine(Entity):
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return c.NOT_VALID
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def tick(self):
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if self.state == m.STATE_MAINTAIN and any([c.AGENT in x.name for x in self.tile.guests]):
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return TickResult(self.name, c.VALID, r.NONE, self)
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elif self.state == m.STATE_MAINTAIN and not any([c.AGENT in x.name for x in self.tile.guests]):
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self.state = m.STATE_WORK
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if self.status == m.STATE_MAINTAIN and any([c.AGENT in x.name for x in self.tile.guests]):
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return TickResult(identifier=self.name, validity=c.VALID, reward=0, entity=self)
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elif self.status == m.STATE_MAINTAIN and not any([c.AGENT in x.name for x in self.tile.guests]):
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self.status = m.STATE_WORK
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self.reset_counter()
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return None
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elif self._counter:
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@@ -42,12 +58,12 @@ class Machine(Entity):
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self.health -= 1
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return None
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else:
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self.state = m.STATE_WORK if self.state == m.STATE_IDLE else m.STATE_IDLE
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self.status = m.STATE_WORK if self.status == m.STATE_IDLE else m.STATE_IDLE
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self.reset_counter()
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return None
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def reset_counter(self):
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self._counter = self._intervals[self.state]
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self._counter = self._intervals[self.status]
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def render(self):
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return RenderEntity(m.MACHINE, self.pos)
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