from marl_factory_grid.environment import constants as c from marl_factory_grid.environment.entity.agent import Agent from marl_factory_grid.environment.groups.collection import Collection from marl_factory_grid.environment.groups.mixins import IsBoundMixin from marl_factory_grid.environment.groups.objects import Objects from marl_factory_grid.modules.items import constants as i from marl_factory_grid.modules.items.entitites import Item, DropOffLocation from marl_factory_grid.utils.results import Result class Items(Collection): _entity = Item @property def var_has_position(self): return True @property def is_blocking_light(self): return False @property def can_collide(self): return False def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) def trigger_spawn(self, state, *entity_args, coords_or_quantity=None, **entity_kwargs) -> [Result]: coords_or_quantity = coords_or_quantity if coords_or_quantity else self._coords_or_quantity assert coords_or_quantity if item_to_spawns := max(0, (coords_or_quantity - len(self))): return super().trigger_spawn(state, *entity_args, coords_or_quantity=item_to_spawns, **entity_kwargs) else: state.print('No Items are spawning, limit is reached.') return Result(identifier=f'{self.name}_spawn', validity=c.NOT_VALID, value=coords_or_quantity) class Inventory(IsBoundMixin, Collection): _accepted_objects = Item @property def var_can_be_bound(self): return True @property def obs_tag(self): return self.name def __init__(self, agent: Agent, *args, **kwargs): super(Inventory, self).__init__(*args, **kwargs) self._collection = None self.bind(agent) def summarize_states(self, **kwargs): attr_dict = {key: val for key, val in self.__dict__.items() if not key.startswith('_') and key != 'data'} attr_dict.update(dict(items=[val.summarize_state(**kwargs) for key, val in self.items()])) attr_dict.update(dict(name=self.name, belongs_to=self._bound_entity.name)) return attr_dict def pop(self): item_to_pop = self[0] self.delete_env_object(item_to_pop) return item_to_pop def set_collection(self, collection): self._collection = collection def clear_temp_state(self): # Entites need this, but inventories have no state.... pass class Inventories(Objects): _entity = Inventory var_can_move = False var_has_position = False symbol = None @property def spawn_rule(self): return {c.SPAWN_ENTITY_RULE: dict(collection=self, coords_or_quantity=None)} def __init__(self, size: int, *args, **kwargs): super(Inventories, self).__init__(*args, **kwargs) self.size = size self._obs = None self._lazy_eval_transforms = [] def spawn(self, agents, *args, **kwargs): self.add_items([self._entity(agent, self.size, *args, **kwargs) for _, agent in enumerate(agents)]) return [Result(identifier=f'{self.name}_spawn', validity=c.VALID, value=len(self))] def trigger_spawn(self, state, *args, **kwargs) -> [Result]: return self.spawn(state[c.AGENT], *args, **kwargs) def idx_by_entity(self, entity): try: return next((idx for idx, inv in enumerate(self) if inv.belongs_to_entity(entity))) except StopIteration: return None def by_entity(self, entity): try: return next((inv for inv in self if inv.belongs_to_entity(entity))) except StopIteration: return None def summarize_states(self, **kwargs): return [val.summarize_states(**kwargs) for key, val in self.items()] class DropOffLocations(Collection): _entity = DropOffLocation @property def var_is_blocking_light(self): return False @property def var_can_collide(self): return False @property def var_can_move(self): return False @property def var_has_position(self): return True def __init__(self, *args, **kwargs): super(DropOffLocations, self).__init__(*args, **kwargs) @staticmethod def trigger_drop_off_location_spawn(state, n_locations): empty_positions = state.entities.empty_positions[:n_locations] do_entites = state[i.DROP_OFF] drop_offs = [DropOffLocation(pos) for pos in empty_positions] do_entites.add_items(drop_offs)