Steffen Illium d11b1a8172 renaming
2023-06-21 11:28:36 +02:00

80 lines
3.1 KiB
Python

from typing import List
from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.environment import constants as c
from marl_factory_grid.utils.results import TickResult
from marl_factory_grid.modules.items import constants as i
from marl_factory_grid.modules.items.entitites import DropOffLocation
class ItemRules(Rule):
def __init__(self, n_items: int = 5, spawn_frequency: int = 15,
n_locations: int = 5, max_dropoff_storage_size: int = 0):
super().__init__()
self.spawn_frequency = spawn_frequency
self._next_item_spawn = spawn_frequency
self.n_items = n_items
self.max_dropoff_storage_size = max_dropoff_storage_size
self.n_locations = n_locations
def on_init(self, state):
self.trigger_drop_off_location_spawn(state)
self._next_item_spawn = self.spawn_frequency
self.trigger_inventory_spawn(state)
self.trigger_item_spawn(state)
def tick_step(self, state):
for item in list(state[i.ITEM].values()):
if item.auto_despawn >= 1:
item.set_auto_despawn(item.auto_despawn - 1)
elif not item.auto_despawn:
state[i.ITEM].delete_env_object(item)
else:
pass
if not self._next_item_spawn:
self.trigger_item_spawn(state)
else:
self._next_item_spawn = max(0, self._next_item_spawn - 1)
return []
def trigger_item_spawn(self, state):
if item_to_spawns := max(0, (self.n_items - len(state[i.ITEM]))):
empty_tiles = state[c.FLOOR].empty_tiles[:item_to_spawns]
state[i.ITEM].spawn_items(empty_tiles)
self._next_item_spawn = self.spawn_frequency
state.print(f'{item_to_spawns} new items have been spawned; next spawn in {self._next_item_spawn}')
return len(empty_tiles)
else:
state.print('No Items are spawning, limit is reached.')
return 0
@staticmethod
def trigger_inventory_spawn(state):
state[i.INVENTORY].spawn_inventories(state[c.AGENT])
def tick_post_step(self, state) -> List[TickResult]:
for item in list(state[i.ITEM].values()):
if item.auto_despawn >= 1:
item.set_auto_despawn(item.auto_despawn-1)
elif not item.auto_despawn:
state[i.ITEM].delete_env_object(item)
else:
pass
if not self._next_item_spawn:
if spawned_items := self.trigger_item_spawn(state):
return [TickResult(self.name, validity=c.VALID, value=spawned_items, entity=None)]
else:
return [TickResult(self.name, validity=c.NOT_VALID, value=0, entity=None)]
else:
self._next_item_spawn = max(0, self._next_item_spawn-1)
return []
def trigger_drop_off_location_spawn(self, state):
empty_tiles = state[c.FLOOR].empty_tiles[:self.n_locations]
do_entites = state[i.DROP_OFF]
drop_offs = [DropOffLocation(tile) for tile in empty_tiles]
do_entites.add_items(drop_offs)