2023-11-23 11:43:04 +01:00

153 lines
3.3 KiB
Python

from typing import List, Union
from marl_factory_grid.environment.actions import Action
from marl_factory_grid.environment.entity.entity import Entity
from marl_factory_grid.utils.utility_classes import RenderEntity
from marl_factory_grid.utils import renderer
from marl_factory_grid.utils.helpers import is_move
from marl_factory_grid.utils.results import ActionResult, Result
from marl_factory_grid.environment import constants as c
class Agent(Entity):
@property
def var_is_paralyzed(self):
"""
TODO
:return:
"""
return len(self._paralyzed)
@property
def paralyze_reasons(self):
"""
TODO
:return:
"""
return [x for x in self._paralyzed]
@property
def obs_tag(self):
"""Internal Usage"""
return self.name
@property
def actions(self):
"""
TODO
:return:
"""
return self._actions
@property
def observations(self):
"""
TODO
:return:
"""
return self._observations
def step_result(self):
"""
TODO
FIXME THINK ITS LEGACY... Not Used any more
:return:
"""
pass
@property
def var_is_blocking_pos(self):
return self._is_blocking_pos
def __init__(self, actions: List[Action], observations: List[str], *args, is_blocking_pos=False, **kwargs):
"""
TODO
:return:
"""
super(Agent, self).__init__(*args, **kwargs)
self._paralyzed = set()
self.step_result = dict()
self._actions = actions
self._observations = observations
self._status: Union[Result, None] = None
self._is_blocking_pos = is_blocking_pos
def summarize_state(self):
"""
TODO
:return:
"""
state_dict = super().summarize_state()
state_dict.update(valid=bool(self.state.validity), action=str(self.state.identifier))
return state_dict
def set_state(self, state):
"""
TODO
:return:
"""
self._status = state
return c.VALID
def paralyze(self, reason):
"""
TODO
:return:
"""
self._paralyzed.add(reason)
return c.VALID
def de_paralyze(self, reason) -> bool:
"""
TODO
:return:
"""
try:
self._paralyzed.remove(reason)
return c.VALID
except KeyError:
return c.NOT_VALID
def render(self) -> RenderEntity:
i = self.collection.idx_by_entity(self)
assert i is not None
curr_state = self.state
name = c.AGENT
if curr_state.identifier == c.COLLISION:
name = renderer.STATE_COLLISION
render_state=None
elif curr_state.validity:
if curr_state.identifier == c.NOOP:
render_state = renderer.STATE_IDLE
elif is_move(curr_state.identifier):
render_state = renderer.STATE_MOVE
else:
render_state = renderer.STATE_VALID
else:
render_state = renderer.STATE_INVALID
return RenderEntity(name, self.pos, 1, 'none', render_state, i + 1, real_name=self.name)