mirror of
https://github.com/illiumst/marl-factory-grid.git
synced 2025-05-23 15:26:43 +02:00
112 lines
4.6 KiB
Python
112 lines
4.6 KiB
Python
import ast
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from random import shuffle
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from typing import List, Dict, Tuple
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from marl_factory_grid.environment.rules import Rule
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from marl_factory_grid.utils.results import TickResult, DoneResult
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from marl_factory_grid.environment import constants as c
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from marl_factory_grid.modules.destinations import constants as d, rewards as r
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from marl_factory_grid.modules.destinations.entitites import Destination
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class DestinationReachAll(Rule):
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def __init__(self):
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super(DestinationReachAll, self).__init__()
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def tick_step(self, state) -> List[TickResult]:
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results = []
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for dest in state[d.DESTINATION]:
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if dest.has_just_been_reached and not dest.was_reached:
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# Dest has just been reached, some agent needs to stand here, grab any first.
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for agent in state[c.AGENT].by_pos(dest.pos):
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if dest.bound_entity:
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if dest.bound_entity == agent:
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results.append(TickResult(self.name, validity=c.VALID, reward=r.DEST_REACHED, entity=agent))
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else:
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pass
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else:
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results.append(TickResult(self.name, validity=c.VALID, reward=r.DEST_REACHED, entity=agent))
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state.print(f'{dest.name} is reached now, mark as reached...')
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dest.mark_as_reached()
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else:
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pass
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return results
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def tick_post_step(self, state) -> List[TickResult]:
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return []
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def on_check_done(self, state) -> List[DoneResult]:
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if all(x.was_reached for x in state[d.DESTINATION]):
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return [DoneResult(self.name, validity=c.VALID, reward=r.DEST_REACHED)]
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return [DoneResult(self.name, validity=c.NOT_VALID, reward=0)]
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class DestinationReachAny(DestinationReachAll):
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def __init__(self):
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super(DestinationReachAny, self).__init__()
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def on_check_done(self, state) -> List[DoneResult]:
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if any(x.was_reached for x in state[d.DESTINATION]):
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return [DoneResult(self.name, validity=c.VALID, reward=r.DEST_REACHED)]
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return []
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class DestinationSpawn(Rule):
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def __init__(self, n_dests: int = 1,
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spawn_mode: str = d.MODE_GROUPED):
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super(DestinationSpawn, self).__init__()
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self.n_dests = n_dests
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self.spawn_mode = spawn_mode
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def on_init(self, state, lvl_map):
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# noinspection PyAttributeOutsideInit
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self.trigger_destination_spawn(self.n_dests, state)
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pass
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def tick_pre_step(self, state) -> List[TickResult]:
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pass
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def tick_step(self, state) -> List[TickResult]:
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if n_dest_spawn := max(0, self.n_dests - len(state[d.DESTINATION])):
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if self.spawn_mode == d.MODE_GROUPED and n_dest_spawn == self.n_dests:
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validity = self.trigger_destination_spawn(n_dest_spawn, state)
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return [TickResult(self.name, validity=validity, entity=None, value=n_dest_spawn)]
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elif self.spawn_mode == d.MODE_SINGLE and n_dest_spawn:
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validity = self.trigger_destination_spawn(n_dest_spawn, state)
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return [TickResult(self.name, validity=validity, entity=None, value=n_dest_spawn)]
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else:
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pass
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def trigger_destination_spawn(self, n_dests, state):
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empty_positions = state[c.FLOORS].empty_tiles[:n_dests]
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if destinations := [Destination(pos) for pos in empty_positions]:
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state[d.DESTINATION].add_items(destinations)
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state.print(f'{n_dests} new destinations have been spawned')
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return c.VALID
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else:
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state.print('No Destiantions are spawning, limit is reached.')
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return c.NOT_VALID
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class FixedDestinationSpawn(Rule):
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def __init__(self, per_agent_positions: Dict[str, List[Tuple[int, int]]]):
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super(Rule, self).__init__()
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self.per_agent_positions = {key: [ast.literal_eval(x) for x in val] for key, val in per_agent_positions.items()}
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def on_init(self, state, lvl_map):
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for (agent_name, position_list) in self.per_agent_positions.items():
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agent = next(x for x in state[c.AGENT] if agent_name in x.name) # Fixme: Ugly AF
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shuffle(position_list)
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while True:
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pos = position_list.pop()
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if pos != agent.pos and not state[d.DESTINATION].by_pos(pos):
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destination = Destination(state[c.FLOORS].by_pos(pos), bind_to=agent)
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break
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else:
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continue
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state[d.DESTINATION].add_item(destination)
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pass
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