Merge branch 'main' into unit_testing

# Conflicts:
#	marl_factory_grid/modules/doors/groups.py
#	marl_factory_grid/utils/states.py
This commit is contained in:
Chanumask
2023-11-23 12:58:12 +01:00
63 changed files with 1477 additions and 330 deletions

View File

@ -1,3 +1,5 @@
from typing import Union
from marl_factory_grid.environment.entity.entity import Entity
from marl_factory_grid.utils import Result
from marl_factory_grid.utils.utility_classes import RenderEntity
@ -16,6 +18,9 @@ class DoorIndicator(Entity):
return []
def __init__(self, *args, **kwargs):
"""
Is added around a door for agents to see.
"""
super().__init__(*args, **kwargs)
self.__delattr__('move')
@ -39,23 +44,38 @@ class Door(Entity):
return d.VALUE_CLOSED_DOOR if self.is_closed else d.VALUE_OPEN_DOOR
@property
def str_state(self):
def str_state(self) -> str:
"""
Internal Usage
"""
return 'open' if self.is_open else 'closed'
@property
def is_closed(self):
def is_closed(self) -> bool:
return self._state == d.STATE_CLOSED
@property
def is_open(self):
def is_open(self) -> bool:
return self._state == d.STATE_OPEN
@property
def time_to_close(self):
"""
:returns: The time it takes for the door to close.
:rtype: float
"""
return self._time_to_close
def __init__(self, *args, closed_on_init=True, auto_close_interval=10, **kwargs):
"""
A door entity that can be opened or closed by agents or rules.
:param closed_on_init: Whether the door spawns as open or closed.
:type closed_on_init: bool
:param auto_close_interval: after how many steps should the door automatically close itself,
:type auto_close_interval: int
"""
self._state = d.STATE_CLOSED
super(Door, self).__init__(*args, **kwargs)
self._auto_close_interval = auto_close_interval
@ -74,14 +94,17 @@ class Door(Entity):
name, state = 'door_open' if self.is_open else 'door_closed', 'blank'
return RenderEntity(name, self.pos, 1, 'none', state, self.u_int + 1)
def use(self):
def use(self) -> bool:
"""
Internal usage
"""
if self._state == d.STATE_OPEN:
self._close()
else:
self._open()
return c.VALID
def tick(self, state):
def tick(self, state) -> Union[Result, None]:
# Check if no entity is standing in the door
if not any(e for e in state.entities.by_pos(self.pos) if e.var_can_collide or e.var_is_blocking_pos):
# if len(state.entities.pos_dict[self.pos]) <= 2: #can collide can block
@ -99,23 +122,38 @@ class Door(Entity):
self._reset_timer()
return Result(f"{d.DOOR}_reset", c.VALID, entity=self)
def _open(self):
def _open(self) -> bool:
"""
Internal Usage
"""
self._state = d.STATE_OPEN
self._reset_timer()
return True
def _close(self):
def _close(self) -> bool:
"""
Internal Usage
"""
self._state = d.STATE_CLOSED
return True
def _decrement_timer(self):
def _decrement_timer(self) -> bool:
"""
Internal Usage
"""
self._time_to_close -= 1
return True
def _reset_timer(self):
def _reset_timer(self) -> bool:
"""
Internal Usage
"""
self._time_to_close = self._auto_close_interval
return True
def reset(self):
"""
Internal Usage
"""
self._close()
self._reset_timer()