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