148 lines
4.5 KiB
Python

from random import shuffle
from marl_factory_grid.modules.items import constants as i
from marl_factory_grid.environment import constants as c
from marl_factory_grid.environment.groups.collection import Collection
from marl_factory_grid.environment.groups.objects import _Objects
from marl_factory_grid.environment.groups.mixins import IsBoundMixin
from marl_factory_grid.environment.entity.agent import Agent
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
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)