def setUp(self): opts = Opt() opts.ground_truth_data_dir = GROUND_TRUTH_DATA_DIR opts.no_ground_truth = False opts.nsp_model_dir = None opts.nsp_data_dir = None opts.nsp_embedding_path = None opts.model_base_path = None opts.QA_nsp_model_path = None opts.web_app = False super().setUp(agent_opts=opts)
def __init__(self): # Replica of test environment spec = { "players": [Player(42, "SPEAKER", Pos(5, 63, 5), Look(270, 0), Item(0, 0))], "mobs": [], "ground_generator": flat_ground_generator, "agent": {"pos": (0, 63, 0)}, "coord_shift": (-16, 54, -16), } world_opts = Opt() world_opts.sl = 32 self.world = World(world_opts, spec) self.agent = FakeAgent(self.world, opts=None) self.speaker = "cat"
def setUp(self, agent_opts=None): spec = {"players": [SimpleHuman(make_human_opts())], "agent": {"pos": (0, 0)}} world_opts = Opt() world_opts.sl = 32 self.world = World(world_opts, spec) self.agent = FakeAgent(self.world, opts=agent_opts) # More helpful error message to encourage test writers to use self.set_looking_at() self.agent.get_player_line_of_sight = Mock( side_effect=NotImplementedError( "Cannot call into C++ function in this unit test. " + "Call self.set_looking_at() to set the return value" ) ) self.speaker = self.agent.get_other_players()[0].name self.agent.perceive()
def setUp(self, agent_opts=None): spec = { "players": [Player(42, "SPEAKER", Pos(5, 63, 5), Look(270, 0), Item(0, 0))], "mobs": [], "item_stacks": [], "ground_generator": flat_ground_generator, "agent": {"pos": (0, 63, 0)}, "coord_shift": (-16, 54, -16), } world_opts = Opt() world_opts.sl = 32 self.world = World(world_opts, spec) self.agent = FakeAgent(self.world, opts=agent_opts) self.set_looking_at((0, 63, 0)) self.speaker = self.agent.get_other_players()[0].name self.agent.perceive()
def add_ground_to_context(context_sparse, target_coord, flat=True, random_height=True): min_y = min([c[0][1] for c in context_sparse] + [target_coord[1]]) max_ground_depth = min_y - 1 if max_ground_depth <= 0: return if random_height: ground_depth = random.randint(1, max_ground_depth) else: ground_depth = max_ground_depth pos_z = 63 shift = (-16, pos_z - 1 - ground_depth, -16) spec = { "players": [], "item_stacks": [], "mobs": [], "agent": { "pos": (0, pos_z, 0) }, "coord_shift": shift, } world_opts = Opt() # TODO: this maybe should be a variable?? world_opts.sl = 32 if flat or max_ground_depth == 1: spec["ground_generator"] = flat_ground_generator spec["ground_args"] = {"ground_depth": ground_depth} else: world_opts.avg_ground_height = max_ground_depth // 2 world_opts.hill_scale = max_ground_depth // 2 world = World(world_opts, spec) ground_blocks = [] for l, d in world.blocks_to_dict().items(): shifted_l = tuple([l[i] - shift[i] for i in range(3)]) ground_blocks.append((shifted_l, d)) context_sparse += ground_blocks
def setUp(self, agent_opts=None): spec = { "players": [Player(42, "SPEAKER", Pos(5, 63, 5), Look(270, 0), Item(0, 0))], "mobs": [], "ground_generator": flat_ground_generator, "agent": { "pos": (0, 63, 0) }, "coord_shift": (-16, 54, -16), } world_opts = Opt() world_opts.sl = 32 self.world = World(world_opts, spec) self.agent = FakeAgent(self.world, opts=agent_opts) # More helpful error message to encourage test writers to use self.set_looking_at() self.agent.get_player_line_of_sight = Mock( side_effect=NotImplementedError( "Cannot call into C++ function in this unit test. " + "Call self.set_looking_at() to set the return value")) self.speaker = self.agent.get_other_players()[0].name self.agent.perceive() # Combinable actions to be used in test cases self.possible_actions = { "destroy_speaker_look": { "action_type": "DESTROY", "reference_object": { "location": { "location_type": "SPEAKER_LOOK" } }, }, "copy_speaker_look_to_agent_pos": { "action_type": "BUILD", "reference_object": { "location": { "location_type": "SPEAKER_LOOK" } }, "location": { "location_type": "AGENT_POS" }, }, "build_small_sphere": { "action_type": "BUILD", "schematic": { "has_name": "sphere", "has_size": "small" }, }, "build_1x1x1_cube": { "action_type": "BUILD", "schematic": { "has_name": "cube", "has_size": "1 x 1 x 1" }, }, "move_speaker_pos": { "action_type": "MOVE", "location": { "location_type": "SPEAKER_POS" }, }, "build_diamond": { "action_type": "BUILD", "schematic": { "has_name": "diamond" } }, "build_gold_cube": { "action_type": "BUILD", "schematic": { "has_block_type": "gold", "has_name": "cube" }, }, "fill_all_holes_speaker_look": { "action_type": "FILL", "location": { "location_type": "SPEAKER_LOOK" }, "repeat": { "repeat_key": "ALL" }, }, "go_to_tree": { "action_type": "MOVE", "location": { "location_type": "REFERENCE_OBJECT", "reference_object": { "has_name": "tree" }, }, }, "build_square_height_1": { "action_type": "BUILD", "schematic": { "has_name": "square", "has_height": "1" }, }, "stop": { "action_type": "STOP" }, "fill_speaker_look": { "action_type": "FILL", "location": { "location_type": "SPEAKER_LOOK" }, }, "fill_speaker_look_gold": { "action_type": "FILL", "has_block_type": "gold", "location": { "location_type": "SPEAKER_LOOK" }, }, }
import pyglet import logging if __name__ == "__main__": log_formatter = logging.Formatter( "%(asctime)s [%(filename)s:%(lineno)s - %(funcName)s() %(levelname)s]: %(message)s" ) logging.getLogger().setLevel(logging.DEBUG) logging.getLogger().handlers.clear() # set up stdout logging sh = logging.StreamHandler() sh.setLevel(logging.DEBUG) sh.setFormatter(log_formatter) logging.getLogger().addHandler(sh) opts = Opt() opts.sl = 32 spec = { "players": [Player(42, "SPEAKER", Pos(0, 68, 0), Look(270, 80), Item(0, 0))], "mobs": [SimpleMob(make_mob_opts("cow")), SimpleMob(make_mob_opts("chicken"))], "agent": { "pos": (1, 68, 1) }, "coord_shift": (-opts.sl // 2, 63 - opts.sl // 2, -opts.sl // 2), } world = World(opts, spec) agent = FakeAgent(world, opts=None) speaker_name = agent.get_other_players()[0].name