from typing import List, Union, NamedTuple import random import numpy as np from environments.helpers import Constants as c from environments import helpers as h from environments.factory.base.base_factory import BaseFactory from environments.factory.base.objects import Agent, Action, Object, Slice from environments.factory.base.registers import Entities from environments.factory.renderer import Renderer, Entity from environments.utility_classes import MovementProperties ITEM = 'item' INVENTORY = 'inventory' PICK_UP = 'pick_up' DROP_DOWN = 'drop_down' ITEM_ACTION = 'item_action' NO_ITEM = 0 ITEM_DROP_OFF = -1 class ItemProperties(NamedTuple): n_items: int = 1 # How much does the robot clean with one actions. spawn_frequency: int = 5 # Spawn Frequency in Steps # noinspection PyAttributeOutsideInit class ItemFactory(BaseFactory): def __init__(self, item_properties: ItemProperties, *args, **kwargs): super(ItemFactory, self).__init__(*args, **kwargs) self.item_properties = item_properties @property def additional_actions(self) -> Union[str, List[str]]: return [ITEM_ACTION] @property def additional_entities(self) -> Union[Entities, List[Entities]]: return [] @property def additional_slices(self) -> Union[Slice, List[Slice]]: return [Slice(ITEM, np.zeros(self._level_shape)), Slice(INVENTORY, np.zeros(self._level_shape))] def _is_item_action(self, action): if isinstance(action, str): action = self._actions.by_name(action) return self._actions[action].name == ITEM_ACTION def do_item_action(self, agent): item_slice = self._slices.by_name(ITEM).slice if item := item_slice[agent.pos]: if item == ITEM_DROP_OFF: self._slices.by_name(INVENTORY).slice[agent.pos] = item item_slice[agent.pos] = NO_ITEM return True else: return False def do_additional_actions(self, agent: Agent, action: int) -> bool: if self._is_item_action(action): valid = self.do_item_action(agent) return valid else: raise RuntimeError('This should not happen!!!') def do_additional_reset(self) -> None: self.spawn_drop_off_location() self.spawn_items(self.n_items) if self.n_items > 1: self._next_item_spawn = self.item_properties.spawn_frequency def calculate_reward(self) -> (int, dict): pass def render(self, mode='human'): pass