Files
marl-factory-grid/environment/entity/wall_floor.py
2023-06-09 14:04:17 +02:00

132 lines
3.0 KiB
Python

from typing import List
import numpy as np
from environment import constants as c
from environment.entity.object import EnvObject
from environment.utils.render import RenderEntity
from environment.utils import helpers as h
class Floor(EnvObject):
@property
def has_position(self):
return True
@property
def can_collide(self):
return False
@property
def can_move(self):
return False
@property
def is_blocking_pos(self):
return False
@property
def is_blocking_light(self):
return False
@property
def neighboring_floor_pos(self):
return [x.pos for x in self.neighboring_floor]
@property
def neighboring_floor(self):
if self._neighboring_floor:
pass
else:
self._neighboring_floor = [x for x in [self._collection.by_pos(np.add(self.pos, pos))
for pos in h.POS_MASK.reshape(-1, 2)
if not np.all(pos == [0, 0])]
if x]
return self._neighboring_floor
@property
def encoding(self):
return c.VALUE_OCCUPIED_CELL
@property
def guests_that_can_collide(self):
return [x for x in self.guests if x.can_collide]
@property
def guests(self):
return self._guests.values()
@property
def x(self):
return self.pos[0]
@property
def y(self):
return self.pos[1]
@property
def is_blocked(self):
return any([x.is_blocking_pos for x in self.guests])
def __init__(self, pos, **kwargs):
super(Floor, self).__init__(**kwargs)
self._guests = dict()
self.pos = tuple(pos)
self._neighboring_floor: List[Floor] = list()
self._blocked_by = None
def __len__(self):
return len(self._guests)
def is_empty(self):
return not len(self._guests)
def is_occupied(self):
return bool(len(self._guests))
def enter(self, guest):
if (guest.name not in self._guests and not self.is_blocked) and not (guest.is_blocking_pos and self.is_occupied()):
self._guests.update({guest.name: guest})
return c.VALID
else:
return c.NOT_VALID
def leave(self, guest):
try:
del self._guests[guest.name]
except (ValueError, KeyError):
return c.NOT_VALID
return c.VALID
def __repr__(self):
return f'{self.name}(@{self.pos})'
def summarize_state(self, **_):
return dict(name=self.name, x=int(self.x), y=int(self.y))
def render(self):
return None
class Wall(Floor):
@property
def can_collide(self):
return True
@property
def encoding(self):
return c.VALUE_OCCUPIED_CELL
def render(self):
return RenderEntity(c.WALL, self.pos)
@property
def is_blocking_pos(self):
return True
@property
def is_blocking_light(self):
return True