adding ai_economist for modding
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# Copyright (c) 2020, salesforce.com, inc.
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# All rights reserved.
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# SPDX-License-Identifier: BSD-3-Clause
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# For full license text, see the LICENSE file in the repo root
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# or https://opensource.org/licenses/BSD-3-Clause
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import numpy as np
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from ai_economist.foundation.base.registrar import Registry
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from ai_economist.foundation.entities.resources import resource_registry
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class Landmark:
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"""Base class for Landmark entity classes.
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Landmark classes describe the entities that exist exclusively in the environment
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world. In other words, they represent entities that should not be included in an
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agent's inventory and are only observable through observations from the
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spatial world.
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Landmark classes describe the following properties:
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ownable: If each instance of the landmark belongs to an agent. For example, a
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"House" is ownable and belongs to the agent that constructs it whereas
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"Water" is not ownable.
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solid: If the landmark creates a physical barrier to movement (that is,
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if agents are prevented from occupying cells with the landmark).
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Importantly, if the landmark is ownable, the agent that owns a given
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landmark can occupy its cell even if the landmark is solid.
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"""
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name = None
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color = None # array of RGB values [0 - 1]
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ownable = None
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solid = True # Solid = Cannot be passed through
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# (unless it is owned by the agent trying to pass through)
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def __init__(self):
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assert self.name is not None
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assert self.color is not None
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assert self.ownable is not None
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# No agent can pass through this landmark
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self.blocking = self.solid and not self.ownable
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# Only the agent that owns this landmark can pass through it
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self.private = self.solid and self.ownable
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# This landmark does not belong to any agent and it does not inhibit movement
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self.public = not self.solid and not self.ownable
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landmark_registry = Registry(Landmark)
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# Registering each collectible resource's source block
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# allows treating source blocks in a specific way
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for resource_name in resource_registry.entries:
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resource = resource_registry.get(resource_name)
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if not resource.collectible:
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continue
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@landmark_registry.add
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class SourceBlock(Landmark):
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"""Special Landmark for generating resources. Not ownable. Not solid."""
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name = "{}SourceBlock".format(resource.name)
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color = np.array(resource.color)
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ownable = False
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solid = False
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@landmark_registry.add
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class House(Landmark):
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"""House landmark. Ownable. Solid."""
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name = "House"
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color = np.array([220, 20, 220]) / 255.0
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ownable = True
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solid = True
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@landmark_registry.add
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class Water(Landmark):
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"""Water Landmark. Not ownable. Solid."""
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name = "Water"
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color = np.array([50, 50, 250]) / 255.0
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ownable = False
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solid = True
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