This commit is contained in:
Steffen Illium
2023-06-21 11:28:36 +02:00
parent 95c85bfedd
commit d11b1a8172
133 changed files with 225 additions and 225 deletions

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from typing import Union
from marl_factory_grid.environment.actions import Action
from marl_factory_grid.utils.results import ActionResult
from marl_factory_grid.modules.doors import constants as d, rewards as r
from marl_factory_grid.environment import constants as c
class DoorUse(Action):
def __init__(self):
super().__init__(d.ACTION_DOOR_USE)
def do(self, entity, state) -> Union[None, ActionResult]:
# Check if agent really is standing on a door:
e = state.entities.get_near_pos(entity.pos)
try:
door = next(x for x in e if x.name.startswith(d.DOOR))
valid = door.use()
state.print(f'{entity.name} just used a {door.name} at {door.pos}')
return ActionResult(entity=entity, identifier=self._identifier, validity=valid, reward=r.USE_DOOR_VALID)
except StopIteration:
# When he doesn't...
state.print(f'{entity.name} just tried to use a door at {entity.pos}, but there is none.')
return ActionResult(entity=entity, identifier=self._identifier,
validity=c.NOT_VALID, reward=r.USE_DOOR_FAIL)

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# Names / Identifiers
DOOR = 'Door' # Identifier of Single-Door Entities.
DOORS = 'Doors' # Identifier of Door-objects and groups (groups).
# Symbols (in map)
SYMBOL_DOOR = 'D' # Door _identifier for resolving the string based map files.
# Values
VALUE_ACCESS_INDICATOR = 1 / 3 # Access-door-Cell value used in observation
VALUE_OPEN_DOOR = 2 / 3 # Open-door-Cell value used in observation
VALUE_CLOSED_DOOR = 3 / 3 # Closed-door-Cell value used in observation
# States
STATE_CLOSED = 'closed' # Identifier to compare door-is-closed state
STATE_OPEN = 'open' # Identifier to compare door-is-open state
# Actions
ACTION_DOOR_USE = 'use_door'

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from marl_factory_grid.environment.entity.entity import Entity
from marl_factory_grid.utils.render import RenderEntity
from marl_factory_grid.environment import constants as c
from marl_factory_grid.modules.doors import constants as d
class DoorIndicator(Entity):
@property
def encoding(self):
return d.VALUE_ACCESS_INDICATOR
def render(self):
return None
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.__delattr__('move')
class Door(Entity):
@property
def is_blocking_pos(self):
return False if self.is_open else True
@property
def is_blocking_light(self):
return False if self.is_open else True
@property
def can_collide(self):
return False if self.is_open else True
@property
def encoding(self):
return d.VALUE_CLOSED_DOOR if self.is_closed else d.VALUE_OPEN_DOOR
@property
def str_state(self):
return 'open' if self.is_open else 'closed'
def __init__(self, *args, closed_on_init=True, auto_close_interval=10, indicate_area=False, **kwargs):
self._state = d.STATE_CLOSED
super(Door, self).__init__(*args, **kwargs)
self.auto_close_interval = auto_close_interval
self.time_to_close = 0
if not closed_on_init:
self._open()
if indicate_area:
self._collection.add_items([DoorIndicator(x) for x in self.tile.neighboring_floor])
def summarize_state(self):
state_dict = super().summarize_state()
state_dict.update(state=str(self.str_state), time_to_close=int(self.time_to_close))
return state_dict
@property
def is_closed(self):
return self._state == d.STATE_CLOSED
@property
def is_open(self):
return self._state == d.STATE_OPEN
@property
def status(self):
return self._state
def render(self):
name, state = 'door_open' if self.is_open else 'door_closed', 'blank'
return RenderEntity(name, self.pos, 1, 'none', state, self.identifier_int + 1)
def use(self):
if self._state == d.STATE_OPEN:
self._close()
else:
self._open()
return c.VALID
def tick(self):
if self.is_open and len(self.tile) == 1 and self.time_to_close:
self.time_to_close -= 1
return c.NOT_VALID
elif self.is_open and not self.time_to_close and len(self.tile) == 1:
self.use()
return c.VALID
else:
return c.NOT_VALID
def _open(self):
self._state = d.STATE_OPEN
self.time_to_close = self.auto_close_interval
def _close(self):
self._state = d.STATE_CLOSED

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from typing import Union
from marl_factory_grid.environment.groups.env_objects import EnvObjects
from marl_factory_grid.environment.groups.mixins import PositionMixin
from marl_factory_grid.modules.doors import constants as d
from marl_factory_grid.modules.doors.entitites import Door
class Doors(PositionMixin, EnvObjects):
symbol = d.SYMBOL_DOOR
_entity = Door
def __init__(self, *args, **kwargs):
super(Doors, self).__init__(*args, can_collide=True, **kwargs)
def get_near_position(self, position: (int, int)) -> Union[None, Door]:
try:
return next(door for door in self if position in door.tile.neighboring_floor_pos)
except StopIteration:
return None
def tick_doors(self):
result_dict = dict()
for door in self:
did_tick = door.tick()
result_dict.update({door.name: did_tick})
return result_dict

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USE_DOOR_VALID: float = -0.00
USE_DOOR_FAIL: float = -0.01

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from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.environment import constants as c
from marl_factory_grid.utils.results import TickResult
from marl_factory_grid.modules.doors import constants as d
class DoorAutoClose(Rule):
def __init__(self, close_frequency: int = 10):
super().__init__()
self.close_frequency = close_frequency
def tick_step(self, state):
if doors := state[d.DOORS]:
doors_tick_result = doors.tick_doors()
doors_that_ticked = [key for key, val in doors_tick_result.items() if val]
state.print(f'{doors_that_ticked} were auto-closed'
if doors_that_ticked else 'No Doors were auto-closed')
return [TickResult(self.name, validity=c.VALID, value=0)]
state.print('There are no doors, but you loaded the corresponding Module')
return []