144 lines
4.5 KiB
Python

from itertools import islice
from typing import List, Dict, Tuple
import numpy as np
from marl_factory_grid.environment import constants as c
from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.utils.results import Result
class StepRules:
def __init__(self, *args):
if args:
self.rules = list(args)
else:
self.rules = list()
def __repr__(self):
return f'Rules{[x.name for x in self]}'
def __iter__(self):
return iter(self.rules)
def append(self, item):
assert isinstance(item, Rule)
self.rules.append(item)
return True
def do_all_init(self, state, lvl_map):
for rule in self.rules:
if rule_init_printline := rule.on_init(state, lvl_map):
state.print(rule_init_printline)
return c.VALID
def tick_step_all(self, state):
results = list()
for rule in self.rules:
if tick_step_result := rule.tick_step(state):
results.extend(tick_step_result)
return results
def tick_pre_step_all(self, state):
results = list()
for rule in self.rules:
if tick_pre_step_result := rule.tick_pre_step(state):
results.extend(tick_pre_step_result)
return results
def tick_post_step_all(self, state):
results = list()
for rule in self.rules:
if tick_post_step_result := rule.tick_post_step(state):
results.extend(tick_post_step_result)
return results
class Gamestate(object):
@property
def moving_entites(self):
return [y for x in self.entities for y in x if x.var_can_move]
def __init__(self, entities, agents_conf, rules: List[Rule], lvl_shape, env_seed=69, verbose=False):
self.lvl_shape = lvl_shape
self.entities = entities
self.curr_step = 0
self.curr_actions = None
self.agents_conf = agents_conf
self.verbose = verbose
self.rng = np.random.default_rng(env_seed)
self.rules = StepRules(*rules)
def __getitem__(self, item):
return self.entities[item]
def __iter__(self):
return iter(e for e in self.entities.values())
def __contains__(self, item):
return item in self.entities
def __repr__(self):
return f'{self.__class__.__name__}({len(self.entities)} Entitites @ Step {self.curr_step})'
@property
def random_free_position(self):
return self.get_n_random_free_positions(1)[0]
def get_n_random_free_positions(self, n):
return list(islice(self.entities.free_positions_generator, n))
def tick(self, actions) -> List[Result]:
results = list()
self.curr_step += 1
# Main Agent Step
results.extend(self.rules.tick_pre_step_all(self))
for idx, action_int in enumerate(actions):
agent = self[c.AGENT][idx].clear_temp_state()
if not agent.var_is_paralyzed:
action = agent.actions[action_int]
action_result = action.do(agent, self)
results.append(action_result)
agent.set_state(action_result)
else:
self.print(f"{agent.name} is paralied because of: {agent.paralyze_reasons}")
continue
results.extend(self.rules.tick_step_all(self))
results.extend(self.rules.tick_post_step_all(self))
return results
def print(self, string):
if self.verbose:
print(string)
def check_done(self):
results = list()
for rule in self.rules:
if on_check_done_result := rule.on_check_done(self):
results.extend(on_check_done_result)
return results
def get_all_pos_with_collisions(self) -> List[Tuple[(int, int)]]:
positions = [pos for pos, entities in self.entities.pos_dict.items() if len(entities) >= 2 and (len([e for e in entities if e.var_can_collide]) >= 2)]
return positions
def check_move_validity(self, moving_entity, position):
if moving_entity.pos != position and not any(
entity.var_is_blocking_pos for entity in self.entities.pos_dict[position]) and not (
moving_entity.var_is_blocking_pos and self.entities.is_occupied(position)):
return True
else:
return False
def check_pos_validity(self, position):
if not any(entity.var_is_blocking_pos for entity in self.entities.pos_dict[position]):
return True
else:
return False