2023-10-20 14:36:23 +02:00

109 lines
4.4 KiB
Python

import ast
from random import shuffle
from typing import List, Dict, Tuple
from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.utils.results import TickResult, DoneResult
from marl_factory_grid.environment import constants as c
from marl_factory_grid.modules.destinations import constants as d, rewards as r
from marl_factory_grid.modules.destinations.entitites import Destination
class DestinationReachAll(Rule):
def __init__(self):
super(DestinationReachAll, self).__init__()
def tick_step(self, state) -> List[TickResult]:
results = []
reached = False
for dest in state[d.DESTINATION]:
if dest.has_just_been_reached(state) and not dest.was_reached():
# Dest has just been reached, some agent needs to stand here
for agent in state[c.AGENT].by_pos(dest.pos):
if dest.bound_entity:
if dest.bound_entity == agent:
reached = True
else:
pass
else:
reached = True
else:
pass
if reached:
state.print(f'{dest.name} is reached now, mark as reached...')
dest.mark_as_reached()
results.append(TickResult(self.name, validity=c.VALID, reward=r.DEST_REACHED, entity=agent))
return results
def on_check_done(self, state) -> List[DoneResult]:
if all(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=r.DEST_REACHED)]
return [DoneResult(self.name, validity=c.NOT_VALID, reward=0)]
class DestinationReachAny(DestinationReachAll):
def __init__(self):
super(DestinationReachAny, self).__init__()
def on_check_done(self, state) -> List[DoneResult]:
if any(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=r.DEST_REACHED)]
return []
class DestinationSpawn(Rule):
def __init__(self, n_dests: int = 1,
spawn_mode: str = d.MODE_GROUPED):
super(DestinationSpawn, self).__init__()
self.n_dests = n_dests
self.spawn_mode = spawn_mode
def on_init(self, state, lvl_map):
# noinspection PyAttributeOutsideInit
state[d.DESTINATION].trigger_destination_spawn(self.n_dests, state)
pass
def tick_pre_step(self, state) -> List[TickResult]:
pass
def tick_step(self, state) -> List[TickResult]:
if n_dest_spawn := max(0, self.n_dests - len(state[d.DESTINATION])):
if self.spawn_mode == d.MODE_GROUPED and n_dest_spawn == self.n_dests:
validity = state[d.DESTINATION].trigger_destination_spawn(n_dest_spawn, state)
return [TickResult(self.name, validity=validity, entity=None, value=n_dest_spawn)]
elif self.spawn_mode == d.MODE_SINGLE and n_dest_spawn:
validity = state[d.DESTINATION].trigger_destination_spawn(n_dest_spawn, state)
return [TickResult(self.name, validity=validity, entity=None, value=n_dest_spawn)]
else:
pass
class FixedDestinationSpawn(Rule):
def __init__(self, per_agent_positions: Dict[str, List[Tuple[int, int]]]):
super(Rule, self).__init__()
self.per_agent_positions = {key: [ast.literal_eval(x) for x in val] for key, val in per_agent_positions.items()}
def on_init(self, state, lvl_map):
for (agent_name, position_list) in self.per_agent_positions.items():
agent = next(x for x in state[c.AGENT] if agent_name in x.name) # Fixme: Ugly AF
position_list = position_list.copy()
shuffle(position_list)
while True:
try:
pos = position_list.pop()
except IndexError:
print(f"Could not spawn Destinations at: {self.per_agent_positions[agent_name]}")
print(f'Check your agent palcement: {state[c.AGENT]} ... Exit ...')
exit(9999)
if (not pos == agent.pos) and (not state[d.DESTINATION].by_pos(pos)):
destination = Destination(pos, bind_to=agent)
break
else:
continue
state[d.DESTINATION].add_item(destination)
pass