def test_pickup_mechanics_swap(): grid = Grid(height=3, width=4) agent = Agent(position=(1, 2), orientation=Orientation.S) item_pos = (2, 2) agent.obj = Key(Color.BLUE) grid[item_pos] = Key(Color.GREEN) state = State(grid, agent) next_state = step_with_copy(state, Action.PICK_N_DROP) assert state.grid[item_pos] == next_state.agent.obj assert state.agent.obj == next_state.grid[item_pos]
def test_key_properties(): """ Basic property tests """ color = Color.YELLOW key = Key(color) assert key.transparent assert not key.blocks assert key.color == color assert key.can_be_picked_up assert key.state_index == 0 assert key.can_be_represented_in_state() assert key.num_states() == 1
def _change_agent_object(observation: Observation): """changes agent object""" observation.agent.obj = ( Key(Color.RED) if isinstance(observation.agent.obj, NoneGridObject) else NoneGridObject() )
def match_key_color( *, rng: Optional[rnd.Generator] = None, # pylint: disable=unused-argument ) -> State: """the agent has to pick the correct key to open a randomly colored door""" rng = get_gv_rng_if_none(rng) # necessary to use rng object! # only consider these colors colors = [Color.RED, Color.GREEN, Color.BLUE, Color.YELLOW] # randomly choose location of keys key1, key2, key3, key4 = rng.permute([Key(color) for color in colors]) # randomly choose color of door door = Door(Door.Status.LOCKED, rng.choice(colors)) # grids can be constructed directly from objects grid = Grid.from_objects([ [Wall(), Wall(), Wall(), Wall(), Wall()], [Wall(), Wall(), Goal(), Wall(), Wall()], [Wall(), Wall(), door, Wall(), Wall()], [Wall(), key1, Floor(), key2, Wall()], [Wall(), key3, Floor(), key4, Wall()], [Wall(), Wall(), Wall(), Wall(), Wall()], ]) # positioning the agent in the above grid agent = Agent((4, 2), Orientation.N) return State(grid, agent)
def reset_keydoor(height: int, width: int, *, rng: Optional[rnd.Generator] = None) -> State: """An environment with a key and a door Creates a height x width (including outer walls) grid with a random column of walls. The agent and a yellow key are randomly dropped left of the column, while the goal is placed in the bottom right. For example:: ######### # @# # # D # #K # G# ######### Args: height (`int`): width (`int`): rng: (`Generator, optional`) Returns: State: """ if height < 3 or width < 5 or (height, width) == (3, 5): raise ValueError( f'Shape must larger than (3, 5), given {(height, width)}') rng = get_gv_rng_if_none(rng) state = reset_empty(height, width) assert isinstance(state.grid[height - 2, width - 2], Goal) # Generate vertical splitting wall x_wall = rng.integers(2, width - 3, endpoint=True) line_wall = draw_line_vertical(state.grid, range(1, height - 1), x_wall, Wall) # Place yellow, locked door pos_wall = rng.choice(line_wall) state.grid[pos_wall] = Door(Door.Status.LOCKED, Color.YELLOW) # Place yellow key left of wall # XXX: potential general function y_key = rng.integers(1, height - 2, endpoint=True) x_key = rng.integers(1, x_wall - 1, endpoint=True) state.grid[y_key, x_key] = Key(Color.YELLOW) # Place agent left of wall # XXX: potential general function y_agent = rng.integers(1, height - 2, endpoint=True) x_agent = rng.integers(1, x_wall - 1, endpoint=True) state.agent.position = (y_agent, x_agent) # type: ignore state.agent.orientation = rng.choice(list(Orientation)) return state
def test_move_action_can_go_on_non_block_objects(): grid = Grid(height=3, width=2) agent = Agent(position=(2, 1), orientation=Orientation.N) grid[2, 0] = Door(Door.Status.OPEN, Color.YELLOW) move_agent(agent, grid, action=Action.MOVE_LEFT) assert agent.position == (2, 0) grid[2, 1] = Key(Color.BLUE) move_agent(agent, grid, action=Action.MOVE_RIGHT) assert agent.position == (2, 1)
def test_grid_subgrid_references(): key = Key(Color.RED) box = Box(key) # weird scenario where the key is both in the box and outside the box, # only created to test references grid = Grid.from_objects([[key, box]]) subgrid = grid.subgrid(Area((0, 0), (0, 1))) key = subgrid[0, 0] box = subgrid[0, 1] assert box.content is key
def test_actuate_door( door_state: Door.Status, door_color: Color, key_color: Color, action: Action, expected_state: Door.Status, ): # agent facing door grid = Grid(2, 1) grid[0, 0] = door = Door(door_state, door_color) agent = Agent((1, 0), Orientation.N, Key(key_color)) state = State(grid, agent) actuate_door(state, action) assert door.state == expected_state # agent facing away grid = Grid(2, 1) grid[0, 0] = door = Door(door_state, door_color) agent = Agent((1, 0), Orientation.S, Key(key_color)) state = State(grid, agent) actuate_door(state, action) assert door.state == door_state
def test_pickup_mechanics_pickup(): grid = Grid(height=3, width=4) agent = Agent(position=(1, 2), orientation=Orientation.S) item_pos = (2, 2) grid[item_pos] = Key(Color.GREEN) state = State(grid, agent) # Pick up works next_state = step_with_copy(state, Action.PICK_N_DROP) assert grid[item_pos] == next_state.agent.obj assert isinstance(next_state.grid[item_pos], Floor) # Pick up only works with correct action next_state = step_with_copy(state, Action.MOVE_LEFT) assert grid[item_pos] != next_state.agent.obj assert next_state.grid[item_pos] == grid[item_pos]
def test_pickup_mechanics_drop(): grid = Grid(height=3, width=4) agent = Agent(position=(1, 2), orientation=Orientation.S) item_pos = (2, 2) agent.obj = Key(Color.BLUE) state = State(grid, agent) # Can drop: next_state = step_with_copy(state, Action.PICK_N_DROP) assert isinstance(next_state.agent.obj, NoneGridObject) assert agent.obj == next_state.grid[item_pos] # Cannot drop: state.grid[item_pos] = Wall() next_state = step_with_copy(state, Action.PICK_N_DROP) assert isinstance(next_state.grid[item_pos], Wall) assert agent.obj == next_state.agent.obj
def _change_agent_object(observation: Observation): """changes agent object""" observation.agent.obj = ( Key(Color.RED) if isinstance(observation.agent.obj, NoneGridObject) else NoneGridObject() ) @pytest.mark.parametrize( 'observation', [ Observation(Grid(2, 3), Agent((0, 0), Orientation.N)), Observation(Grid(3, 2), Agent((1, 1), Orientation.S, Key(Color.RED))), ], ) def test_observation_eq(observation: Observation): other_observation = deepcopy(observation) assert observation == other_observation other_observation = deepcopy(observation) _change_grid(other_observation) assert observation != other_observation other_observation = deepcopy(observation) _change_agent_position(other_observation) assert observation != other_observation other_observation = deepcopy(observation)
def make_key_state(has_key: bool) -> State: """makes a simple state with a door""" grid = Grid(1, 1) obj = Key(Color.RED) if has_key else None agent = Agent((0, 0), Orientation.N, obj) return State(grid, agent)
def _change_agent_object(state: State): """changes agent object""" state.agent.obj = (Key(Color.RED) if isinstance( state.agent.obj, NoneGridObject) else NoneGridObject())
state = State(grid, agent) actuate_door(state, action) assert door.state == door_state @pytest.mark.parametrize( 'content,orientation,action,expected', [ # empty box (Floor(), Orientation.N, Action.ACTUATE, True), (Floor(), Orientation.S, Action.ACTUATE, False), (Floor(), Orientation.N, Action.PICK_N_DROP, False), (Floor(), Orientation.S, Action.PICK_N_DROP, False), # content is key (Key(Color.RED), Orientation.N, Action.ACTUATE, True), (Key(Color.RED), Orientation.S, Action.ACTUATE, False), (Key(Color.RED), Orientation.N, Action.PICK_N_DROP, False), (Key(Color.RED), Orientation.S, Action.PICK_N_DROP, False), ], ) def test_actuate_box( content: GridObject, orientation: Orientation, action: Action, expected: bool, ): grid = Grid(2, 1) grid[0, 0] = box = Box(content) agent = Agent((1, 0), orientation) state = State(grid, agent)