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- from __future__ import annotations
- from minigrid.core.constants import DIR_TO_VEC
- from minigrid.core.roomgrid import RoomGrid
- from minigrid.core.world_object import Ball, Box, Key
- from minigrid.envs.obstructedmaze import ObstructedMazeEnv
- class ObstructedMaze_Full_V1(ObstructedMazeEnv):
- """
- A blue ball is hidden in one of the 4 corners of a 3x3 maze. Doors
- are locked, doors are obstructed by a ball and keys are hidden in
- boxes.
- All doors and their corresponding blocking balls will be added first,
- followed by the boxes containing the keys.
- """
- def __init__(
- self,
- agent_room=(1, 1),
- key_in_box=True,
- blocked=True,
- num_quarters=4,
- num_rooms_visited=25,
- **kwargs,
- ):
- self.agent_room = agent_room
- self.key_in_box = key_in_box
- self.blocked = blocked
- self.num_quarters = num_quarters
- super().__init__(
- num_rows=3, num_cols=3, num_rooms_visited=num_rooms_visited, **kwargs
- )
- def _gen_grid(self, width, height):
- super()._gen_grid(width, height)
- middle_room = (1, 1)
- # Define positions of "side rooms" i.e. rooms that are neither
- # corners nor the center.
- side_rooms = [(2, 1), (1, 2), (0, 1), (1, 0)][: self.num_quarters]
- for i in range(len(side_rooms)):
- side_room = side_rooms[i]
- # Add a door between the center room and the side room
- self.add_door(
- *middle_room, door_idx=i, color=self.door_colors[i], locked=False
- )
- for k in [-1, 1]:
- # Add a door to each side of the side room w/o placing a key
- self.add_locked_door(
- *side_room,
- door_idx=(i + k) % 4,
- color=self.door_colors[(i + k) % len(self.door_colors)],
- blocked=self.blocked,
- )
- # Add keys after all doors and their blocking balls are added
- for k in [-1, 1]:
- self.add_key(
- *side_room,
- color=self.door_colors[(i + k) % len(self.door_colors)],
- key_in_box=self.key_in_box,
- )
- corners = [(2, 0), (2, 2), (0, 2), (0, 0)][: self.num_quarters]
- ball_room = self._rand_elem(corners)
- self.obj, _ = self.add_object(
- ball_room[0], ball_room[1], "ball", color=self.ball_to_find_color
- )
- self.place_agent(*self.agent_room)
- def add_locked_door(self, i, j, door_idx=0, color=None, blocked=False):
- door, door_pos = RoomGrid.add_door(self, i, j, door_idx, color, locked=True)
- if blocked:
- vec = DIR_TO_VEC[door_idx]
- blocking_ball = Ball(self.blocking_ball_color) if blocked else None
- self.grid.set(door_pos[0] - vec[0], door_pos[1] - vec[1], blocking_ball)
- return door, door_pos
- def add_key(
- self,
- i,
- j,
- color=None,
- key_in_box=False,
- ):
- obj = Key(color)
- if key_in_box:
- box = Box(self.box_color)
- box.contains = obj
- obj = box
- self.place_in_room(i, j, obj)
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