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

89 lines
2.7 KiB
Python

from typing import List
from marl_factory_grid.environment.groups.env_objects import EnvObjects
from marl_factory_grid.environment.groups.objects import Objects
from marl_factory_grid.environment.groups.mixins import PositionMixin, IsBoundMixin, HasBoundedMixin
from marl_factory_grid.environment.entity.wall_floor import Floor
from marl_factory_grid.environment.entity.agent import Agent
from marl_factory_grid.modules.items.entitites import Item, DropOffLocation
class Items(PositionMixin, EnvObjects):
_entity = Item
is_blocking_light: bool = False
can_collide: bool = False
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
class Inventory(IsBoundMixin, EnvObjects):
_accepted_objects = Item
@property
def obs_tag(self):
return self.name
def __init__(self, agent: Agent, *args, **kwargs):
super(Inventory, self).__init__(*args, **kwargs)
self._collection = None
self.bind(agent)
def summarize_states(self, **kwargs):
attr_dict = {key: val for key, val in self.__dict__.items() if not key.startswith('_') and key != 'data'}
attr_dict.update(dict(items=[val.summarize_state(**kwargs) for key, val in self.items()]))
attr_dict.update(dict(name=self.name, belongs_to=self._bound_entity.name))
return attr_dict
def pop(self):
item_to_pop = self[0]
self.delete_env_object(item_to_pop)
return item_to_pop
def set_collection(self, collection):
self._collection = collection
class Inventories(HasBoundedMixin, Objects):
_entity = Inventory
var_can_move = False
def __init__(self, size, *args, **kwargs):
super(Inventories, self).__init__(*args, **kwargs)
self.size = size
self._obs = None
self._lazy_eval_transforms = []
def spawn(self, agents):
inventories = [self._entity(agent, self.size,)
for _, agent in enumerate(agents)]
self.add_items(inventories)
def idx_by_entity(self, entity):
try:
return next((idx for idx, inv in enumerate(self) if inv.belongs_to_entity(entity)))
except StopIteration:
return None
def by_entity(self, entity):
try:
return next((inv for inv in self if inv.belongs_to_entity(entity)))
except StopIteration:
return None
def summarize_states(self, **kwargs):
return [val.summarize_states(**kwargs) for key, val in self.items()]
class DropOffLocations(PositionMixin, EnvObjects):
_entity = DropOffLocation
is_blocking_light: bool = False
can_collide: bool = False
def __init__(self, *args, **kwargs):
super(DropOffLocations, self).__init__(*args, **kwargs)