mirror of
https://github.com/illiumst/marl-factory-grid.git
synced 2025-05-22 14:56:43 +02:00
219 lines
7.4 KiB
Python
219 lines
7.4 KiB
Python
from itertools import islice
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from typing import List, Tuple
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import numpy as np
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from marl_factory_grid.environment import constants as c
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from marl_factory_grid.environment.entity.entity import Entity
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from marl_factory_grid.environment.rules import Rule
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from marl_factory_grid.utils.results import Result, DoneResult
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class StepRules:
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def __init__(self, *args):
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if args:
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self.rules = list(args)
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else:
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self.rules = list()
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def __repr__(self):
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return f'Rules{[x.name for x in self]}'
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def __iter__(self):
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return iter(self.rules)
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def append(self, item):
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assert isinstance(item, Rule)
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self.rules.append(item)
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return True
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def do_all_init(self, state, lvl_map):
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for rule in self.rules:
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if rule_init_printline := rule.on_init(state, lvl_map):
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state.print(rule_init_printline)
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return c.VALID
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def tick_step_all(self, state):
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results = list()
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for rule in self.rules:
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if tick_step_result := rule.tick_step(state):
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results.extend(tick_step_result)
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return results
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def tick_pre_step_all(self, state):
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results = list()
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for rule in self.rules:
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if tick_pre_step_result := rule.tick_pre_step(state):
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results.extend(tick_pre_step_result)
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return results
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def tick_post_step_all(self, state):
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results = list()
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for rule in self.rules:
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if tick_post_step_result := rule.tick_post_step(state):
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results.extend(tick_post_step_result)
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return results
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class Gamestate(object):
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@property
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def moving_entites(self):
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return [y for x in self.entities for y in x if x.var_can_move]
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def __init__(self, entities, agents_conf, rules: List[Rule], lvl_shape, env_seed=69, verbose=False):
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self.lvl_shape = lvl_shape
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self.entities = entities
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self.curr_step = 0
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self.curr_actions = None
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self.agents_conf = agents_conf
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self.verbose = verbose
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self.rng = np.random.default_rng(env_seed)
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self.rules = StepRules(*rules)
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def __getitem__(self, item):
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return self.entities[item]
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def __iter__(self):
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return iter(e for e in self.entities.values())
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def __contains__(self, item):
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return item in self.entities
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def __repr__(self):
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return f'{self.__class__.__name__}({len(self.entities)} Entitites @ Step {self.curr_step})'
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@property
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def random_free_position(self) -> (int, int):
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"""
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Returns a single **free** position (x, y), which is **free** for spawning or walking.
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No Entity at this position posses *var_is_blocking_pos* or *var_can_collide*.
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:return: Single **free** position.
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"""
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return self.get_n_random_free_positions(1)[0]
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def get_n_random_free_positions(self, n) -> list[tuple[int, int]]:
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"""
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Returns a list of *n* **free** positions [(x, y), ... ], which are **free** for spawning or walking.
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No Entity at this position posses *var_is_blocking_pos* or *var_can_collide*.
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:return: List of n **free** position.
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"""
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return list(islice(self.entities.free_positions_generator, n))
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@property
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def random_position(self) -> (int, int):
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"""
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Returns a single available position (x, y), ignores all entity attributes.
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:return: Single random position.
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"""
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return self.get_n_random_positions(1)[0]
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def get_n_random_positions(self, n) -> list[tuple[int, int]]:
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"""
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Returns a list of *n* available positions [(x, y), ... ], ignores all entity attributes.
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:return: List of n random positions.
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"""
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return list(islice(self.entities.floorlist, n))
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def tick(self, actions) -> list[Result]:
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"""
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Performs a single **Gamestate Tick**by calling the inner rule hooks in sequential order.
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- tick_pre_step_all: Things to do before the agents do their actions. Statechange, Moving, Spawning etc...
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- agent tick: Agents do their actions.
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- tick_step_all: Things to do after the agents did their actions. Statechange, Moving, Spawning etc...
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- tick_post_step_all: Things to do at the very end of each step. Counting, Reward calculations etc...
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:return: List of *Result*-objects.
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"""
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results = list()
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self.curr_step += 1
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# Main Agent Step
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results.extend(self.rules.tick_pre_step_all(self))
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for idx, action_int in enumerate(actions):
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agent = self[c.AGENT][idx].clear_temp_state()
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if not agent.var_is_paralyzed:
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action = agent.actions[action_int]
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action_result = action.do(agent, self)
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results.append(action_result)
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agent.set_state(action_result)
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else:
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self.print(f"{agent.name} is paralied because of: {agent.paralyze_reasons}")
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continue
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results.extend(self.rules.tick_step_all(self))
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results.extend(self.rules.tick_post_step_all(self))
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return results
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def print(self, string) -> None:
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"""
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When *verbose* is active, print stuff.
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:param string: *String* to print.
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:type string: str
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:return: Nothing
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"""
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if self.verbose:
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print(string)
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def check_done(self) -> List[DoneResult]:
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"""
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Iterate all **Rules** that override tehe *on_ckeck_done* hook.
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:return: List of Results
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"""
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results = list()
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for rule in self.rules:
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if on_check_done_result := rule.on_check_done(self):
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results.extend(on_check_done_result)
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return results
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def get_all_pos_with_collisions(self) -> List[Tuple[(int, int)]]:
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"""
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Returns a list positions [(x, y), ... ] on which collisions occur. This does not include agents,
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that were unable to move because their target direction was blocked, also a form of collision.
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:return: List of positions.
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"""
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positions = [pos for pos, entities in self.entities.pos_dict.items() if
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len(entities) >= 2 and (len([e for e in entities if e.var_can_collide]) >= 2)
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]
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return positions
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def check_move_validity(self, moving_entity: Entity, target_position: (int, int)) -> bool:
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"""
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Whether it is safe to move to the target positions and moving entity does not introduce a blocking attribute,
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when position is allready occupied.
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:param moving_entity: Entity
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:param target_position: pos
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:return: Safe to move to
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"""
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is_not_blocked = self.check_pos_validity(target_position)
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will_not_block_others = moving_entity.var_is_blocking_pos and self.entities.is_occupied(target_position)
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if moving_entity.pos != target_position and is_not_blocked and not will_not_block_others:
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return c.VALID
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else:
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return c.NOT_VALID
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def check_pos_validity(self, pos: (int, int)) -> bool:
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"""
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Check if *pos* is a valid position to move or spawn to.
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:param pos: position to check
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:return: Wheter pos is a valid target.
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"""
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if not any(e.var_is_blocking_pos for e in self.entities.pos_dict[pos]) and pos in self.entities.floorlist:
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return c.VALID
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else:
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return c.NOT_VALID
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