Steffen Illium 836495a884 Machines
2023-07-06 12:01:25 +02:00

97 lines
2.9 KiB
Python

import abc
from typing import List
from marl_factory_grid.utils.results import TickResult, DoneResult
from marl_factory_grid.environment import rewards as r, constants as c
class Rule(abc.ABC):
@property
def name(self):
return self.__class__.__name__
def __init__(self):
pass
def __repr__(self):
return f'{self.name}'
def on_init(self, state, lvl_map):
return []
def on_reset(self):
return []
def tick_pre_step(self, state) -> List[TickResult]:
return []
def tick_step(self, state) -> List[TickResult]:
return []
def tick_post_step(self, state) -> List[TickResult]:
return []
def on_check_done(self, state) -> List[DoneResult]:
return []
class MaxStepsReached(Rule):
def __init__(self, max_steps: int = 500):
super().__init__()
self.max_steps = max_steps
def on_init(self, state, lvl_map):
pass
def on_check_done(self, state):
if self.max_steps <= state.curr_step:
return [DoneResult(validity=c.VALID, identifier=self.name, reward=0)]
return [DoneResult(validity=c.NOT_VALID, identifier=self.name, reward=0)]
class AssignGlobalPositions(Rule):
def __init__(self):
super().__init__()
def on_init(self, state, lvl_map):
from marl_factory_grid.environment.entity.util import GlobalPosition
for agent in state[c.AGENT]:
gp = GlobalPosition(lvl_map.level_shape)
gp.bind_to(agent)
state[c.GLOBALPOSITIONS].add_item(gp)
return []
class Collision(Rule):
def __init__(self, done_at_collisions: bool = False):
super().__init__()
self.done_at_collisions = done_at_collisions
self.curr_done = False
def tick_post_step(self, state) -> List[TickResult]:
self.curr_done = False
tiles_with_collisions = state.get_all_tiles_with_collisions()
results = list()
for tile in tiles_with_collisions:
guests = tile.guests_that_can_collide
if len(guests) >= 2:
for i, guest in enumerate(guests):
try:
guest.set_state(TickResult(identifier=c.COLLISION, reward=r.COLLISION,
validity=c.NOT_VALID, entity=self))
except AttributeError:
pass
results.append(TickResult(entity=guest, identifier=c.COLLISION,
reward=r.COLLISION, validity=c.VALID))
self.curr_done = True
return results
def on_check_done(self, state) -> List[DoneResult]:
if self.curr_done and self.done_at_collisions:
return [DoneResult(validity=c.VALID, identifier=c.COLLISION, reward=r.COLLISION)]
return [DoneResult(validity=c.NOT_VALID, identifier=self.name, reward=0)]