from typing import List from marl_factory_grid.environment.groups.env_objects import EnvObjects from marl_factory_grid.environment.groups.objects import Objects from marl_factory_grid.environment.groups.mixins import PositionMixin, IsBoundMixin, HasBoundedMixin from marl_factory_grid.environment.entity.wall_floor import Floor from marl_factory_grid.environment.entity.agent import Agent from marl_factory_grid.modules.items.entitites import Item, DropOffLocation class Items(PositionMixin, EnvObjects): _entity = Item is_blocking_light: bool = False can_collide: bool = False def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) class Inventory(IsBoundMixin, EnvObjects): _accepted_objects = Item @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 class Inventories(HasBoundedMixin, Objects): _entity = Inventory var_can_move = False def __init__(self, size, *args, **kwargs): super(Inventories, self).__init__(*args, **kwargs) self.size = size self._obs = None self._lazy_eval_transforms = [] def spawn(self, agents): inventories = [self._entity(agent, self.size,) for _, agent in enumerate(agents)] self.add_items(inventories) 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(PositionMixin, EnvObjects): _entity = DropOffLocation is_blocking_light: bool = False can_collide: bool = False def __init__(self, *args, **kwargs): super(DropOffLocations, self).__init__(*args, **kwargs)