mirror of
https://github.com/illiumst/marl-factory-grid.git
synced 2025-07-05 17:11:35 +02:00
Redone the spawn procedute and destination objects
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marl_factory_grid
algorithms
static
configs
environment
modules
aomas
batteries
clean_up
destinations
factory
items
levels
machines
maintenance
zones
utils
@ -1,6 +1,9 @@
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import abc
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from random import shuffle
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from typing import List
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from marl_factory_grid.environment.entity.agent import Agent
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from marl_factory_grid.utils import helpers as h
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from marl_factory_grid.utils.results import TickResult, DoneResult
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from marl_factory_grid.environment import rewards as r, constants as c
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@ -36,6 +39,40 @@ class Rule(abc.ABC):
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return []
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class SpawnAgents(Rule):
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def __init__(self):
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super().__init__()
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pass
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def on_init(self, state, lvl_map):
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agent_conf = state.agents_conf
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# agents = Agents(lvl_map.size)
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agents = state[c.AGENT]
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empty_tiles = state[c.FLOORS].empty_tiles[:len(agent_conf)]
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for agent_name in agent_conf:
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actions = agent_conf[agent_name]['actions'].copy()
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observations = agent_conf[agent_name]['observations'].copy()
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positions = agent_conf[agent_name]['positions'].copy()
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if positions:
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shuffle(positions)
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while True:
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try:
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tile = state[c.FLOORS].by_pos(positions.pop())
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except IndexError as e:
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raise ValueError(f'It was not possible to spawn an Agent on the available position: '
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f'\n{agent_name[agent_name]["positions"].copy()}')
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try:
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agents.add_item(Agent(actions, observations, tile, str_ident=agent_name))
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except AssertionError:
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state.print(f'No valid pos:{tile.pos} for {agent_name}')
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continue
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break
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else:
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agents.add_item(Agent(actions, observations, empty_tiles.pop(), str_ident=agent_name))
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pass
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class MaxStepsReached(Rule):
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def __init__(self, max_steps: int = 500):
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@ -91,6 +128,8 @@ class Collision(Rule):
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return results
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def on_check_done(self, state) -> List[DoneResult]:
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if self.curr_done and self.done_at_collisions:
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inter_entity_collision_detected = self.curr_done and self.done_at_collisions
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move_failed = any(h.is_move(x.state.identifier) and not x.state.validity for x in state[c.AGENT])
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if inter_entity_collision_detected or move_failed:
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return [DoneResult(validity=c.VALID, identifier=c.COLLISION, reward=r.COLLISION)]
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return [DoneResult(validity=c.NOT_VALID, identifier=self.name, reward=0)]
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