from __future__ import annotations from minigrid.core.constants import DIR_TO_VEC from minigrid.core.roomgrid import RoomGrid from minigrid.core.world_object import Ball, Box, Key from minigrid.envs.obstructedmaze import ObstructedMazeEnv class ObstructedMaze_Full(ObstructedMazeEnv): """ A blue ball is hidden in one of the 4 corners of a 3x3 maze. Doors are locked, doors are obstructed by a ball and keys are hidden in boxes. All doors and their corresponding blocking balls will be added first, followed by the boxes containing the keys. """ def __init__( self, agent_room=(1, 1), key_in_box=True, blocked=True, num_quarters=4, num_rooms_visited=25, **kwargs, ): self.agent_room = agent_room self.key_in_box = key_in_box self.blocked = blocked self.num_quarters = num_quarters super().__init__( num_rows=3, num_cols=3, num_rooms_visited=num_rooms_visited, **kwargs ) def _gen_grid(self, width, height): super()._gen_grid(width, height) middle_room = (1, 1) # Define positions of "side rooms" i.e. rooms that are neither # corners nor the center. side_rooms = [(2, 1), (1, 2), (0, 1), (1, 0)][: self.num_quarters] for i in range(len(side_rooms)): side_room = side_rooms[i] # Add a door between the center room and the side room self.add_door( *middle_room, door_idx=i, color=self.door_colors[i], locked=False ) for k in [-1, 1]: # Add a door to each side of the side room w/o placing a key self.add_locked_door( *side_room, door_idx=(i + k) % 4, color=self.door_colors[(i + k) % len(self.door_colors)], blocked=self.blocked, ) # Add keys after all doors and their blocking balls are added for k in [-1, 1]: self.add_key( *side_room, color=self.door_colors[(i + k) % len(self.door_colors)], key_in_box=self.key_in_box, ) corners = [(2, 0), (2, 2), (0, 2), (0, 0)][: self.num_quarters] ball_room = self._rand_elem(corners) self.obj, _ = self.add_object( ball_room[0], ball_room[1], "ball", color=self.ball_to_find_color ) self.place_agent(*self.agent_room) def add_locked_door(self, i, j, door_idx=0, color=None, blocked=False): door, door_pos = RoomGrid.add_door(self, i, j, door_idx, color, locked=True) if blocked: vec = DIR_TO_VEC[door_idx] blocking_ball = Ball(self.blocking_ball_color) if blocked else None self.grid.set(door_pos[0] - vec[0], door_pos[1] - vec[1], blocking_ball) return door, door_pos def add_key( self, i, j, color=None, key_in_box=False, ): obj = Key(color) if key_in_box: box = Box(self.box_color) box.contains = obj obj = box self.place_in_room(i, j, obj)