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from __future__ import annotations

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from typing import TYPE_CHECKING, Optional

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if TYPE_CHECKING:
from overcooked_simulator.overcooked_environment import GameScore

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from overcooked_simulator.game_items import (
CuttableItem,

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CookingEquipment,
)
"""Simple class for a counter at a specified position (center of counter). Can hold things on top."""
def __init__(self, pos: npt.NDArray[float], occupied_by: Optional[Item] = None):
self.pos: npt.NDArray[float] = pos
self.occupied_by: Optional[Item] = occupied_by

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def pick_up(self, on_hands: bool = True):

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"""Gets called upon a player performing the pickup action. If the counter can give something to
the player, it does so. In the standard counter this is when an item is on the counter.
Returns: The item which the counter is occupied by. None if nothing is there.
"""

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if on_hands:
if self.occupied_by:
occupied_by = self.occupied_by
self.occupied_by = None
return occupied_by
return None
if self.occupied_by and isinstance(self.occupied_by, CookingEquipment):
return self.occupied_by.release()
occupied_by = self.occupied_by

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self.occupied_by = None

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return occupied_by

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def can_drop_off(self, item: Item) -> bool:

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"""Checks whether an item by the player can be dropped of. More relevant for example with
ingredient dispensers, which should always be occupied and cannot take an item.

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Args:

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item: The item for which to check, if it can be placed on the counter.

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Returns: True if the item can be placed on the counter, False if not.

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"""

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return self.occupied_by is None or self.occupied_by.can_combine(item)

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def drop_off(self, item: Item) -> Item | None:

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"""Takes the thing dropped of by the player.

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Args:

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item: The item to be placed on the counter.

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Returns: TODO Return information, whether the score is affected (Serving Window?)

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"""

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if self.occupied_by is None:
self.occupied_by = item
elif self.occupied_by.can_combine(item):

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return self.occupied_by.combine(item)

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return None

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def interact_start(self):
"""Starts an interaction by the player. Nothing happens for the standard counter."""
pass
def interact_stop(self):
"""Stops an interaction by the player. Nothing happens for the standard counter."""
pass
return (
f"{self.__class__.__name__}(pos={self.pos},occupied_by={self.occupied_by})"
)

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def __init__(self, pos: np.ndarray):
self.progressing = False
super().__init__(pos)
def progress(self):
"""Called by environment step function for time progression"""
if self.progressing:
if isinstance(self.occupied_by, CuttableItem):
self.occupied_by.progress()
def start_progress(self):
self.progressing = True
def pause_progress(self):
self.progressing = False
def interact_start(self):
"""Handles player interaction, starting to hold key down."""
self.start_progress()
def interact_stop(self):
"""Handles player interaction, stopping to hold key down."""
class ServingWindow(Counter):
def __init__(self, pos, game_score: GameScore):
self.game_score = game_score

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super().__init__(pos)

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reward = 5

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# TODO define rewards

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self.game_score.increment_score(reward)

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return None
def can_score(self, item):
if (
isinstance(item, CookingEquipment)
and "Plate" in item.name
and item.content is not None
):
if isinstance(item.content, Meal) and item.content.progressed_steps:
# TODO: Salad can be always be served. Check, if all needed parts are present.
if item.content.name in ["Salad"]:
def can_drop_off(self, item: Item) -> bool:
return self.can_score(item)

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def pick_up(self, on_hands: bool = True):
pass
class Dispenser(Counter):
def __init__(self, pos, dispensing):
self.dispensing = dispensing
self.dispensing.create_item(),

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def pick_up(self, on_hands: bool = True):
return_this = self.occupied_by
self.occupied_by = self.dispensing.create_item()
return return_this
def drop_off(self, item: Item) -> Item | None:
if self.occupied_by.can_combine(item):
return self.occupied_by.combine(item)
def can_drop_off(self, item: Item) -> bool:
return self.occupied_by.can_combine(item)
return f"{self.dispensing.name}Dispenser"
class Trash(Counter):

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def pick_up(self, on_hands: bool = True):
pass
def drop_off(self, item: Item) -> Item | None:

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if isinstance(item, CookingEquipment):
item.content = None
return item

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return None
def can_drop_off(self, item: Item) -> bool:
return True
def can_drop_off(self, item: Item) -> bool:
if self.occupied_by is None:
return isinstance(item, CookingEquipment) and item.name in ["Pot", "Pan"]
else:
return self.occupied_by.can_combine(item)

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def progress(self):
"""Called by environment step function for time progression"""

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if (
self.occupied_by
and isinstance(self.occupied_by, CookingEquipment)
and self.occupied_by.can_progress()
):

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self.occupied_by.progress()