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+from __future__ import annotations
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+
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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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+
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+
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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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+
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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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+
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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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+
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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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+
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+ def _gen_grid(self, width, height):
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+ super()._gen_grid(width, height)
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ return door, door_pos
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+
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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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