import abc from random import shuffle from typing import List, Collection from marl_factory_grid.environment import rewards as r, constants as c from marl_factory_grid.environment.entity.agent import Agent from marl_factory_grid.utils import helpers as h from marl_factory_grid.utils.results import TickResult, DoneResult class Rule(abc.ABC): @property def name(self): """ TODO :return: """ return self.__class__.__name__ def __init__(self): """ TODO :return: """ pass def __repr__(self): return f'{self.name}' def on_init(self, state, lvl_map): """ TODO :return: """ return [] def on_reset(self, state) -> List[TickResult]: """ TODO :return: """ return [] def tick_pre_step(self, state) -> List[TickResult]: """ TODO :return: """ return [] def tick_step(self, state) -> List[TickResult]: """ TODO :return: """ return [] def tick_post_step(self, state) -> List[TickResult]: """ TODO :return: """ return [] def on_check_done(self, state) -> List[DoneResult]: """ TODO :return: """ return [] class SpawnEntity(Rule): @property def name(self): return f'{self.__class__.__name__}({self.collection.name})' def __init__(self, collection, coords_or_quantity, ignore_blocking=False): """ TODO :return: """ super().__init__() self.coords_or_quantity = coords_or_quantity self.collection = collection self.ignore_blocking = ignore_blocking def on_reset(self, state) -> [TickResult]: results = self.collection.trigger_spawn(state, ignore_blocking=self.ignore_blocking) pos_str = f' on: {[x.pos for x in self.collection]}' if self.collection.var_has_position else '' state.print(f'Initial {self.collection.__class__.__name__} were spawned{pos_str}') return results class SpawnAgents(Rule): def __init__(self): """ TODO :return: """ super().__init__() pass def on_reset(self, state): agents = state[c.AGENT] for agent_name, agent_conf in state.agents_conf.items(): empty_positions = state.entities.empty_positions actions = agent_conf['actions'].copy() observations = agent_conf['observations'].copy() positions = agent_conf['positions'].copy() other = agent_conf['other'].copy() if position := h.get_first(x for x in positions if x in empty_positions): assert state.check_pos_validity(position), 'smth went wrong....' agents.add_item(Agent(actions, observations, position, str_ident=agent_name, **other)) elif positions: raise ValueError(f'It was not possible to spawn an Agent on the available position: ' f'\n{agent_conf["positions"].copy()}') else: agents.add_item(Agent(actions, observations, empty_positions.pop(), str_ident=agent_name, **other)) return [] class DoneAtMaxStepsReached(Rule): def __init__(self, max_steps: int = 500): """ TODO :return: """ super().__init__() self.max_steps = max_steps def on_check_done(self, state): if self.max_steps <= state.curr_step: return [DoneResult(validity=c.VALID, identifier=self.name)] return [] class AssignGlobalPositions(Rule): def __init__(self): """ TODO :return: """ super().__init__() def on_reset(self, state, lvl_map): from marl_factory_grid.environment.entity.util import GlobalPosition for agent in state[c.AGENT]: gp = GlobalPosition(agent, lvl_map.level_shape) state[c.GLOBALPOSITIONS].add_item(gp) return [] class WatchCollisions(Rule): def __init__(self, reward=r.COLLISION, done_at_collisions: bool = False, reward_at_done=r.COLLISION_DONE): """ TODO :return: """ super().__init__() self.reward_at_done = reward_at_done self.reward = reward self.done_at_collisions = done_at_collisions self.curr_done = False def tick_post_step(self, state) -> List[TickResult]: self.curr_done = False pos_with_collisions = state.get_collision_positions() results = list() for pos in pos_with_collisions: guests = [x for x in state.entities.pos_dict[pos] if x.var_can_collide] if len(guests) >= 2: for i, guest in enumerate(guests): try: guest.set_state(TickResult(identifier=c.COLLISION, reward=self.reward, validity=c.NOT_VALID, entity=guest) ) except AttributeError: pass results.append(TickResult(entity=guest, identifier=c.COLLISION, reward=self.reward, validity=c.VALID)) self.curr_done = True if self.done_at_collisions else False return results def on_check_done(self, state) -> List[DoneResult]: if self.done_at_collisions: inter_entity_collision_detected = self.curr_done move_failed = any(h.is_move(x.state.identifier) and not x.state.validity for x in state[c.AGENT]) if inter_entity_collision_detected or move_failed: return [DoneResult(validity=c.VALID, identifier=c.COLLISION, reward=self.reward_at_done)] return []