Draw Paths and LoopReward
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@ -3,10 +3,16 @@ import math
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class Entity(object):
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class Entity(object):
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def __call__(cls, *args, **kwargs):
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obj = type.__call__(cls, *args, **kwargs)
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obj.__post_init__()
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return obj
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def __init__(self, env):
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def __init__(self, env):
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self.shape = None
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self.shape = None
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self.env = env
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self.env = env
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self.pos = (env.random(), env.random())
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self.pos = (env.random(), env.random())
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self.last_pos = None
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self.speed = (0, 0)
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self.speed = (0, 0)
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self.acc = (0, 0)
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self.acc = (0, 0)
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self.drag = 0
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self.drag = 0
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@ -14,13 +20,20 @@ class Entity(object):
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self.solid = False
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self.solid = False
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self.movable = False # False = Non movable, True = Movable, x>1: lighter movable
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self.movable = False # False = Non movable, True = Movable, x>1: lighter movable
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self.elasticity = 1
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self.elasticity = 1
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#self.collision_changes_speed = True
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self.collision_changes_speed = self.env.controll_type == 'ACC'
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self.collision_changes_speed = self.env.controll_type == 'ACC'
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self.collision_elasticity = self.env.default_collision_elasticity
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self.collision_elasticity = self.env.default_collision_elasticity
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self._crash_list = []
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self._crash_list = []
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self._coll_add_pushback = 0
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self._coll_add_pushback = 0
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self.crash_conservation_of_energy = True
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self.draw_path = False
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self.draw_path_col = (55, 55, 55)
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self.draw_path_width = 2
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def __post_init__(self):
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pass
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def physics_step(self):
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def physics_step(self):
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self.last_pos = self.pos[0], self.pos[1]
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x, y = self.pos
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x, y = self.pos
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vx, vy = self.speed
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vx, vy = self.speed
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ax, ay = self.acc
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ax, ay = self.acc
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@ -47,8 +60,9 @@ class Entity(object):
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self._crash_list = []
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self._crash_list = []
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def draw(self):
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def draw(self):
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raise Exception(
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if self.draw_path and self.last_pos:
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'[!] draw not implemented for shape "'+str(self.shape)+'"')
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pygame.draw.line(self.env.path_overlay, self.draw_path_col,
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(self.last_pos[0]*self.env.width, self.last_pos[1]*self.env.height), (self.pos[0]*self.env.width, self.pos[1]*self.env.height), self.draw_path_width)
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def on_collision(self, other, depth):
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def on_collision(self, other, depth):
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if self.solid and other.solid:
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if self.solid and other.solid:
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@ -86,7 +100,7 @@ class Entity(object):
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force_vec[0]*self.collision_elasticity/self.env.speed_fac, self.speed[1] + \
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force_vec[0]*self.collision_elasticity/self.env.speed_fac, self.speed[1] + \
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force_vec[1]*self.collision_elasticity/self.env.speed_fac
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force_vec[1]*self.collision_elasticity/self.env.speed_fac
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newspeed = math.sqrt(self.speed[0]**2+self.speed[1]**2)
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newspeed = math.sqrt(self.speed[0]**2+self.speed[1]**2)
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if newspeed > oldspeed*1.1:
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if self.crash_conservation_of_energy and newspeed > oldspeed*1.1:
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self.speed = self.speed[0]/newspeed*1.1 * \
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self.speed = self.speed[0]/newspeed*1.1 * \
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oldspeed, self.speed[1]/newspeed*oldspeed*1.1
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oldspeed, self.speed[1]/newspeed*oldspeed*1.1
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@ -121,6 +135,7 @@ class CircularEntity(Entity):
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self.radius = 10
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self.radius = 10
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def draw(self):
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def draw(self):
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super().draw()
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x, y = self.pos
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x, y = self.pos
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pygame.draw.circle(self.env.surface, self.col,
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pygame.draw.circle(self.env.surface, self.col,
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(x*self.env.width, y*self.env.height), self.radius, width=0)
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(x*self.env.width, y*self.env.height), self.radius, width=0)
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@ -190,6 +205,7 @@ class RectangularEntity(Entity):
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self.height = 10
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self.height = 10
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def draw(self):
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def draw(self):
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super().draw()
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x, y = self.pos
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x, y = self.pos
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rect = pygame.Rect(x*self.env.width, y *
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rect = pygame.Rect(x*self.env.width, y *
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self.env.width, self.width, self.height)
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self.env.width, self.width, self.height)
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@ -351,6 +367,39 @@ class TeleportingReward(OnceReward):
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self.env.check_collisions_for(self)
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self.env.check_collisions_for(self)
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class LoopReward(OnceReward):
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def __init__(self, env):
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super().__init__(env)
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self.loop = [[0.25, 0.5], [0.75, 0.5]]
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self.state = 0
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self.jump_to_state()
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self.barrier_physics = False
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def jump_to_state(self):
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pos_vec = [v for v in self.loop[self.state]]
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if len(pos_vec) == 4:
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pos_vec = pos_vec[0] + pos_vec[2] * \
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(self.env.random()-0.5), pos_vec[1] + \
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pos_vec[3]*(self.env.random()-0.5)
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self.pos = pos_vec
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def next_state(self):
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self.state = (self.state + 1) % len(self.loop)
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def jump_next(self):
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self.next_state()
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self.jump_to_state()
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def on_collected(self):
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self.env.new_abs_reward += self.reward
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self.jump_next()
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def physics_step(self):
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if self.barrier_physics:
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self.env.check_collisions_for(self)
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super().physics_step()
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class TimeoutReward(OnceReward):
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class TimeoutReward(OnceReward):
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def __init__(self, env):
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def __init__(self, env):
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super(TimeoutReward, self).__init__(env)
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super(TimeoutReward, self).__init__(env)
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