Source code for flatland.envs.rail_generators

"""Rail generators: infrastructure manager (IM) / Infrastrukturbetreiber (ISB)."""
import math
import warnings
from typing import Callable, Tuple, Optional, Dict, List

import numpy as np
from numpy.random.mtrand import RandomState

from flatland.core.grid.grid4 import Grid4TransitionsEnum
from flatland.core.grid.grid4_utils import direction_to_point
from flatland.core.grid.grid_utils import IntVector2DArray, IntVector2D, \
    Vec2dOperations
from flatland.core.grid.rail_env_grid import RailEnvTransitions, RailEnvTransitionsEnum
from flatland.core.transition_map import GridTransitionMap
from flatland.envs import persistence
from flatland.envs.grid4_generators_utils import connect_rail_in_grid_map, connect_straight_line_in_grid_map, \
    fix_inner_nodes, align_cell_to_city

RailGeneratorProduct = Tuple[GridTransitionMap, Optional[Dict]]
""" A rail generator returns a RailGenerator Product, which is just
    a GridTransitionMap followed by an (optional) dict/
"""

RailGenerator = Callable[[int, int, int, int], RailGeneratorProduct]


[docs] class RailGen(object): """ Base class for RailGen(erator) replacement WIP to replace bare generators with classes / objects without unnamed local variables which prevent pickling. """ def __init__(self, *args, **kwargs): """ constructor to record any state to be reused in each "generation" """ pass
[docs] def generate(self, width: int, height: int, num_agents: int, num_resets: int = 0, np_random: RandomState = None) -> RailGeneratorProduct: pass
def __call__(self, *args, **kwargs) -> RailGeneratorProduct: return self.generate(*args, **kwargs)
[docs] def empty_rail_generator() -> RailGenerator: return EmptyRailGen()
[docs] class EmptyRailGen(RailGen): """ Returns a generator which returns an empty rail mail with no agents. Primarily used by the editor """
[docs] def generate(self, width: int, height: int, num_agents: int, num_resets: int = 0, np_random: RandomState = None) -> RailGenerator: rail_trans = RailEnvTransitions() grid_map = GridTransitionMap(width=width, height=height, transitions=rail_trans) rail_array = grid_map.grid rail_array.fill(0) return grid_map, None
[docs] def rail_from_file(filename, load_from_package=None) -> RailGenerator: """ Utility to load pickle file Parameters ---------- filename : Pickle file generated by env.save() or editor Returns ------- function Generator function that always returns a GridTransitionMap object with the matrix of correct 16-bit bitmaps for each rail_spec_of_cell. """ def generator(width: int, height: int, num_agents: int, num_resets: int = 0, np_random: RandomState = None) -> List: env_dict = persistence.RailEnvPersister.load_env_dict(filename, load_from_package=load_from_package) rail_env_transitions = RailEnvTransitions() grid = np.array(env_dict["grid"]) rail = GridTransitionMap(width=np.shape(grid)[1], height=np.shape(grid)[0], transitions=rail_env_transitions) rail.grid = grid if "distance_map" in env_dict: distance_map = env_dict["distance_map"] if len(distance_map) > 0: return rail, {'distance_map': distance_map} return [rail, None] return generator
[docs] class RailFromGridGen(RailGen): def __init__(self, rail_map, optionals=None): self.rail_map = rail_map self.optionals = optionals
[docs] def generate(self, width: int, height: int, num_agents: int, num_resets: int = 0, np_random: RandomState = None) -> RailGeneratorProduct: return self.rail_map, self.optionals
[docs] def rail_from_grid_transition_map(rail_map, optionals=None) -> RailGenerator: return RailFromGridGen(rail_map, optionals)
[docs] def sparse_rail_generator(*args, **kwargs): return SparseRailGen(*args, **kwargs)
[docs] class SparseRailGen(RailGen): def __init__(self, max_num_cities: int = 2, grid_mode: bool = False, max_rails_between_cities: int = 2, max_rail_pairs_in_city: int = 2, seed=None, p_level_free: float = 0) -> RailGenerator: """ Generates railway networks with cities and inner city rails Parameters ---------- max_num_cities : int Max number of cities to build. The generator tries to achieve this numbers given all the parameters grid_mode: Bool How to distribute the cities in the path, either equally in a grid or random max_rails_between_cities: int Max number of rails connecting to a city. This is only the number of connection points at city boarder. Number of tracks drawn inbetween cities can still vary max_rail_pairs_in_city: int Number of parallel tracks in the city. This represents the number of tracks in the trainstations seed: int Initiate the seed p_level_free : float Percentage of diamond-crossings which are level-free. Returns ------- Returns the rail generator object to the rail env constructor """ self.max_num_cities = max_num_cities self.grid_mode = grid_mode self.max_rails_between_cities = max_rails_between_cities self.max_rail_pairs_in_city = max_rail_pairs_in_city self.seed = seed self.p_level_free = p_level_free
[docs] def generate(self, width: int, height: int, num_agents: int, num_resets: int = 0, np_random: RandomState = None) -> RailGeneratorProduct: """ Parameters ---------- width: int Width of the environment height: int Height of the environment num_agents: Number of agents to be placed within the environment num_resets: int Count for how often the environment has been reset Returns ------- Returns the grid_map --> The railway infrastructure Hints: agents_hints': { 'num_agents': how many agents have starting and end spots 'agent_start_targets_cities': touples of agent start and target cities 'train_stations': locations of train stations for start and targets 'city_orientations' : orientation of cities """ if self.seed is not None: np_random = RandomState(self.seed) elif np_random is None: np_random = RandomState(np.random.randint(2 ** 32)) rail_trans = RailEnvTransitions() grid_map = GridTransitionMap(width=width, height=height, transitions=rail_trans) # NEW : SCHED CONST (Pairs of rails (1,2,3 pairs)) min_nr_rail_pairs_in_city = 1 # (min pair must be 1) rail_pairs_in_city = min_nr_rail_pairs_in_city if self.max_rail_pairs_in_city < min_nr_rail_pairs_in_city else self.max_rail_pairs_in_city # (pairs can be 1,2,3) rails_between_cities = (rail_pairs_in_city * 2) if self.max_rails_between_cities > ( rail_pairs_in_city * 2) else self.max_rails_between_cities # We compute the city radius by the given max number of rails it can contain. # The radius is equal to the number of tracks divided by 2 # We add 2 cells to avoid that track lenght is to short city_padding = 2 # We use ceil if we get uneven numbers of city radius. This is to guarantee that all rails fit within the city. city_radius = int(np.ceil((rail_pairs_in_city * 2) / 2)) + city_padding vector_field = np.zeros(shape=(height, width)) - 1. # Calculate the max number of cities allowed # and reduce the number of cities to build to avoid problems max_feasible_cities = min(self.max_num_cities, ((height - 2) // (2 * (city_radius + 1))) * ((width - 2) // (2 * (city_radius + 1)))) if max_feasible_cities < 2: # sys.exit("[ABORT] Cannot fit more than one city in this map, no feasible environment possible! Aborting.") raise ValueError("ERROR: Cannot fit more than one city in this map, no feasible environment possible!") # Evenly distribute cities if self.grid_mode: city_positions = self._generate_evenly_distr_city_positions(max_feasible_cities, city_radius, width, height) # Distribute cities randomlz else: city_positions = self._generate_random_city_positions(max_feasible_cities, city_radius, width, height, np_random=np_random) # reduce num_cities if less were generated in random mode num_cities = len(city_positions) # If random generation failed just put the cities evenly if num_cities < 2: warnings.warn("[WARNING] Changing to Grid mode to place at least 2 cities.") city_positions = self._generate_evenly_distr_city_positions(max_feasible_cities, city_radius, width, height) num_cities = len(city_positions) # Set up connection points for all cities inner_connection_points, outer_connection_points, city_orientations, city_cells = \ self._generate_city_connection_points( city_positions, city_radius, vector_field, rails_between_cities, rail_pairs_in_city, np_random=np_random) # Connect the cities through the connection points inter_city_lines = self._connect_cities(city_positions, outer_connection_points, city_cells, rail_trans, grid_map) # Build inner cities free_rails = self._build_inner_cities(city_positions, inner_connection_points, outer_connection_points, rail_trans, grid_map) # Populate cities train_stations = self._set_trainstation_positions(city_positions, city_radius, free_rails) # Fix all transition elements self._fix_transitions(city_cells, inter_city_lines, grid_map, vector_field) # choose p_level_free percentage of diamond crossings to be level-free num_diamond_crossings = np.count_nonzero(grid_map.grid[grid_map.grid == RailEnvTransitionsEnum.diamond_crossing]) num_level_free_diamond_crossings = math.floor(self.p_level_free * num_diamond_crossings) # ceil with probability p_ceil p_ceil = (self.p_level_free * num_diamond_crossings) % 1.0 num_level_free_diamond_crossings += np_random.choice([1, 0], p=(p_ceil, 1 - p_ceil)) level_free_positions = set() if num_level_free_diamond_crossings > 0: choice = np_random.choice(num_diamond_crossings, size=num_level_free_diamond_crossings, replace=False) positions_diamond_crossings = (grid_map.grid == RailEnvTransitionsEnum.diamond_crossing).nonzero() level_free_positions = {tuple(positions_diamond_crossings[choice[i]]) for i in range(len(choice))} return grid_map, { 'agents_hints': { 'city_positions': city_positions, 'train_stations': train_stations, 'city_orientations': city_orientations }, 'level_free_positions': level_free_positions }
def _generate_random_city_positions(self, num_cities: int, city_radius: int, width: int, height: int, np_random: RandomState = None) -> Tuple[ IntVector2DArray, IntVector2DArray]: """ Distribute the cities randomly in the environment while respecting city sizes and guaranteeing that they don't overlap. Parameters ---------- num_cities: int Max number of cities that should be placed city_radius: int Radius of each city. Cities are squares with edge length 2 * city_radius + 1 width: int Width of the environment height: int Height of the environment Returns ------- Returns a list of all city positions as coordinates (x,y) """ city_positions: IntVector2DArray = [] # We track a grid of allowed indexes that can be sampled from for creating a new city # This removes the old sampling method of retrying a random sample on failure allowed_grid = np.zeros((height, width), dtype=np.uint8) city_radius_pad1 = city_radius + 1 # Borders have to be not allowed from the start # allowed_grid == 1 indicates locations that are allowed allowed_grid[city_radius_pad1:-city_radius_pad1, city_radius_pad1:-city_radius_pad1] = 1 for _ in range(num_cities): allowed_indexes = np.where(allowed_grid == 1) num_allowed_points = len(allowed_indexes[0]) if num_allowed_points == 0: break # Sample one of the allowed indexes point_index = np_random.randint(num_allowed_points) row = int(allowed_indexes[0][point_index]) col = int(allowed_indexes[1][point_index]) # Need to block city radius and extra margin so that next sampling is correct # Clipping handles the case for negative indexes being generated row_start = max(0, row - 2 * city_radius_pad1) col_start = max(0, col - 2 * city_radius_pad1) row_end = row + 2 * city_radius_pad1 + 1 col_end = col + 2 * city_radius_pad1 + 1 allowed_grid[row_start: row_end, col_start: col_end] = 0 city_positions.append((row, col)) created_cites = len(city_positions) if created_cites < num_cities: city_warning = f"Could not set all required cities! Created {created_cites}/{num_cities}" warnings.warn(city_warning) return city_positions def _generate_evenly_distr_city_positions(self, num_cities: int, city_radius: int, width: int, height: int ) -> Tuple[IntVector2DArray, IntVector2DArray]: """ Distribute the cities in an evenly spaced grid Parameters ---------- num_cities: int Max number of cities that should be placed city_radius: int Radius of each city. Cities are squares with edge length 2 * city_radius + 1 width: int Width of the environment height: int Height of the environment Returns ------- Returns a list of all city positions as coordinates (x,y) """ aspect_ratio = height / width # Compute max numbe of possible cities per row and col. # Respect padding at edges of environment # Respect padding between cities padding = 2 city_size = 2 * (city_radius + 1) max_cities_per_row = int((height - padding) // city_size) max_cities_per_col = int((width - padding) // city_size) # Choose number of cities per row. # Limit if it is more then max number of possible cities cities_per_row = min(int(np.ceil(np.sqrt(num_cities * aspect_ratio))), max_cities_per_row) cities_per_col = min(int(np.ceil(num_cities / cities_per_row)), max_cities_per_col) num_build_cities = min(num_cities, cities_per_col * cities_per_row) row_positions = np.linspace(city_radius + 2, height - (city_radius + 2), cities_per_row, dtype=int) col_positions = np.linspace(city_radius + 2, width - (city_radius + 2), cities_per_col, dtype=int) city_positions = [] for city_idx in range(num_build_cities): row = row_positions[city_idx % cities_per_row] col = col_positions[city_idx // cities_per_row] city_positions.append((row, col)) return city_positions def _generate_city_connection_points(self, city_positions: IntVector2DArray, city_radius: int, vector_field: IntVector2DArray, rails_between_cities: int, rail_pairs_in_city: int = 1, np_random: RandomState = None) -> Tuple[ List[List[List[IntVector2D]]], List[List[List[IntVector2D]]], List[np.ndarray], List[Grid4TransitionsEnum]]: """ Generate the city connection points. Internal connection points are used to generate the parallel paths within the city. External connection points are used to connect different cities together Parameters ---------- city_positions: IntVector2DArray Vector that contains all the positions of the cities city_radius: int Radius of each city. Cities are squares with edge length 2 * city_radius + 1 vector_field: IntVector2DArray Vectorfield of the size of the environment. It is used to generate preferred orienations for each cell. Each cell contains the prefered orientation of cells. If no prefered orientation is present it is set to -1 rails_between_cities: int Number of rails that connect out from the city rail_pairs_in_city: int Number of rails within the city Returns ------- inner_connection_points: List of List of length number of cities Contains all the inner connection points for each boarder of each city. [North_Points, East_Poinst, South_Points, West_Points] outer_connection_points: List of List of length number of cities Contains all the outer connection points for each boarder of the city. [North_Points, East_Poinst, South_Points, West_Points] city_orientations: List of length number of cities Contains all the orientations of cities. This is then used to orient agents according to the rails city_cells: set List containing the coordinates of all the cells that belong to a city. This is used by other algorithms to avoid drawing inter-city-rails through cities. """ inner_connection_points: List[List[List[IntVector2D]]] = [] outer_connection_points: List[List[List[IntVector2D]]] = [] city_orientations: List[Grid4TransitionsEnum] = [] city_cells = set() for city_position in city_positions: # Chose the directions where close cities are situated neighb_dist = [] for neighbour_city in city_positions: neighb_dist.append(Vec2dOperations.get_manhattan_distance(city_position, neighbour_city)) closest_neighb_idx = self.__class__.argsort(neighb_dist) # Store the directions to these neighbours and orient city to face closest neighbour connection_sides_idx = [] idx = 1 if self.grid_mode: current_closest_direction = np_random.randint(4) else: current_closest_direction = direction_to_point(city_position, city_positions[closest_neighb_idx[idx]]) connection_sides_idx.append(current_closest_direction) connection_sides_idx.append((current_closest_direction + 2) % 4) city_orientations.append(current_closest_direction) city_cells.update(self._get_cells_in_city(city_position, city_radius, city_orientations[-1], vector_field)) # set the number of tracks within a city, at least 2 tracks per city connections_per_direction = np.zeros(4, dtype=int) # NEW : SCHED CONST nr_of_connection_points = np_random.randint(1, rail_pairs_in_city + 1) * 2 # can be (1,2,3)*2 = (2,4,6) for idx in connection_sides_idx: connections_per_direction[idx] = nr_of_connection_points connection_points_coordinates_inner: List[List[IntVector2D]] = [[] for i in range(4)] connection_points_coordinates_outer: List[List[IntVector2D]] = [[] for i in range(4)] number_of_out_rails = np_random.randint(1, min(rails_between_cities, nr_of_connection_points) + 1) start_idx = int((nr_of_connection_points - number_of_out_rails) / 2) for direction in range(4): connection_slots = np.arange(nr_of_connection_points) - start_idx # Offset the rails away from the center of the city offset_distances = np.arange(nr_of_connection_points) - int(nr_of_connection_points / 2) # The clipping helps ofsetting one side more than the other to avoid switches at same locations # The magic number plus one is added such that all points have at least one offset inner_point_offset = np.abs(offset_distances) + np.clip(offset_distances, 0, 1) + 1 for connection_idx in range(connections_per_direction[direction]): if direction == 0: tmp_coordinates = ( city_position[0] - city_radius + inner_point_offset[connection_idx], city_position[1] + connection_slots[connection_idx]) out_tmp_coordinates = ( city_position[0] - city_radius, city_position[1] + connection_slots[connection_idx]) if direction == 1: tmp_coordinates = ( city_position[0] + connection_slots[connection_idx], city_position[1] + city_radius - inner_point_offset[connection_idx]) out_tmp_coordinates = ( city_position[0] + connection_slots[connection_idx], city_position[1] + city_radius) if direction == 2: tmp_coordinates = ( city_position[0] + city_radius - inner_point_offset[connection_idx], city_position[1] + connection_slots[connection_idx]) out_tmp_coordinates = ( city_position[0] + city_radius, city_position[1] + connection_slots[connection_idx]) if direction == 3: tmp_coordinates = ( city_position[0] + connection_slots[connection_idx], city_position[1] - city_radius + inner_point_offset[connection_idx]) out_tmp_coordinates = ( city_position[0] + connection_slots[connection_idx], city_position[1] - city_radius) connection_points_coordinates_inner[direction].append(tmp_coordinates) if connection_idx in range(start_idx, start_idx + number_of_out_rails): connection_points_coordinates_outer[direction].append(out_tmp_coordinates) inner_connection_points.append(connection_points_coordinates_inner) outer_connection_points.append(connection_points_coordinates_outer) return inner_connection_points, outer_connection_points, city_orientations, city_cells def _connect_cities(self, city_positions: IntVector2DArray, connection_points: List[List[List[IntVector2D]]], city_cells: set, rail_trans: RailEnvTransitions, grid_map: RailEnvTransitions) -> List[IntVector2DArray]: """ Connects cities together through rails. Each city connects from its outgoing connection points to the closest cities. This guarantees that all connection points are used. Parameters ---------- city_positions: IntVector2DArray All coordinates of the cities connection_points: List[List[List[IntVector2D]]] List of coordinates of all outer connection points city_cells: set Coordinates of all the cells contained in any city. This is used to avoid drawing rails through existing cities. rail_trans: RailEnvTransitions Railway transition objects grid_map: RailEnvTransitions The grid map containing the rails. Used to draw new rails Returns ------- Returns a list of all the cells (Coordinates) that belong to a rail path. This can be used to access railway cells later. """ all_paths: List[IntVector2DArray] = [] grid4_directions = [Grid4TransitionsEnum.NORTH, Grid4TransitionsEnum.EAST, Grid4TransitionsEnum.SOUTH, Grid4TransitionsEnum.WEST] for current_city_idx in np.arange(len(city_positions)): closest_neighbours = self._closest_neighbour_in_grid4_directions(current_city_idx, city_positions) for out_direction in grid4_directions: neighbour_idx = self.get_closest_neighbour_for_direction(closest_neighbours, out_direction) for city_out_connection_point in connection_points[current_city_idx][out_direction]: min_connection_dist = np.inf for direction in grid4_directions: current_points = connection_points[neighbour_idx][direction] for tmp_in_connection_point in current_points: tmp_dist = Vec2dOperations.get_manhattan_distance(city_out_connection_point, tmp_in_connection_point) if tmp_dist < min_connection_dist: min_connection_dist = tmp_dist neighbour_connection_point = tmp_in_connection_point new_line = connect_rail_in_grid_map(grid_map, city_out_connection_point, neighbour_connection_point, rail_trans, flip_start_node_trans=False, flip_end_node_trans=False, respect_transition_validity=False, avoid_rail=True, forbidden_cells=city_cells) if len(new_line) == 0: warnings.warn("[WARNING] No line added between stations") elif new_line[-1] != neighbour_connection_point or new_line[0] != city_out_connection_point: warnings.warn("[WARNING] Unable to connect requested stations") all_paths.extend(new_line) return all_paths
[docs] def get_closest_neighbour_for_direction(self, closest_neighbours, out_direction): """ Given a list of clostest neighbours in each direction this returns the city index of the neighbor in a given direction. Direction is a 90 degree cone facing the desired directiont. Example: North: The closes neighbour in the North direction is within the cone spanned by a line going North-West and North-East Parameters ---------- closest_neighbours: List List of length 4 containing the index of closes neighbour in the corresponfing direction: [North-Neighbour, East-Neighbour, South-Neighbour, West-Neighbour] out_direction: int Direction we want to get city index from North: 0, East: 1, South: 2, West: 3 Returns ------- Returns the index of the closest neighbour in the desired direction. If none was present the neighbor clockwise or counter clockwise is returned """ neighbour_idx = closest_neighbours[out_direction] if neighbour_idx is not None: return neighbour_idx neighbour_idx = closest_neighbours[(out_direction - 1) % 4] # counter-clockwise if neighbour_idx is not None: return neighbour_idx neighbour_idx = closest_neighbours[(out_direction + 1) % 4] # clockwise if neighbour_idx is not None: return neighbour_idx return closest_neighbours[(out_direction + 2) % 4] # clockwise
def _build_inner_cities(self, city_positions: IntVector2DArray, inner_connection_points: List[List[List[IntVector2D]]], outer_connection_points: List[List[List[IntVector2D]]], rail_trans: RailEnvTransitions, grid_map: GridTransitionMap) -> Tuple[ List[IntVector2DArray], List[List[List[IntVector2D]]]]: """ Set the parallel tracks within the city. The center track of the city is of the length of the city, the lenght of the tracks decrease by 2 for every parallel track away from the center EG: --- Left Track ----- Center Track --- Right Track Parameters ---------- city_positions: IntVector2DArray All coordinates of the cities inner_connection_points: List[List[List[IntVector2D]]] Points on city boarder that are used to generate inner city track outer_connection_points: List[List[List[IntVector2D]]] Points where the city is connected to neighboring cities rail_trans: RailEnvTransitions Railway transition objects grid_map: RailEnvTransitions The grid map containing the rails. Used to draw new rails Returns ------- Returns a list of all the cells (Coordinates) that belong to a rail paths within the city. """ free_rails: List[List[List[IntVector2D]]] = [[] for i in range(len(city_positions))] for current_city in range(len(city_positions)): # This part only works if we have keep same number of connection points for both directions # Also only works with two connection direction at each city for i in range(4): if len(inner_connection_points[current_city][i]) > 0: boarder = i break opposite_boarder = (boarder + 2) % 4 nr_of_connection_points = len(inner_connection_points[current_city][boarder]) number_of_out_rails = len(outer_connection_points[current_city][boarder]) start_idx = int((nr_of_connection_points - number_of_out_rails) / 2) # Connect parallel tracks for track_id in range(nr_of_connection_points): source = inner_connection_points[current_city][boarder][track_id] target = inner_connection_points[current_city][opposite_boarder][track_id] current_track = connect_straight_line_in_grid_map(grid_map, source, target, rail_trans) free_rails[current_city].append(current_track) for track_id in range(nr_of_connection_points): source = inner_connection_points[current_city][boarder][track_id] target = inner_connection_points[current_city][opposite_boarder][track_id] # Connect parallel tracks with each other fix_inner_nodes( grid_map, source, rail_trans) fix_inner_nodes( grid_map, target, rail_trans) # Connect outer tracks to inner tracks if start_idx <= track_id < start_idx + number_of_out_rails: source_outer = outer_connection_points[current_city][boarder][track_id - start_idx] target_outer = outer_connection_points[current_city][opposite_boarder][track_id - start_idx] connect_straight_line_in_grid_map(grid_map, source, source_outer, rail_trans) connect_straight_line_in_grid_map(grid_map, target, target_outer, rail_trans) return free_rails def _set_trainstation_positions(self, city_positions: IntVector2DArray, city_radius: int, free_rails: List[List[List[IntVector2D]]]) -> List[List[Tuple[IntVector2D, int]]]: """ Populate the cities with possible start and end positions. Trainstations are set on the center of each paralell track. Each trainstation gets a coordinate as well as number indicating what track it is on Parameters ---------- city_positions: IntVector2DArray All coordinates of the cities city_radius: int Radius of each city. Cities are squares with edge length 2 * city_radius + 1 free_rails: List[List[List[IntVector2D]]] Cells that allow for trainstations to be placed Returns ------- Returns a List[List[Tuple[IntVector2D, int]]] containing the coordinates of trainstations as well as their track number within the city """ num_cities = len(city_positions) train_stations = [[] for i in range(num_cities)] for current_city in range(len(city_positions)): for track_nbr in range(len(free_rails[current_city])): possible_location = free_rails[current_city][track_nbr][ int(len(free_rails[current_city][track_nbr]) / 2)] train_stations[current_city].append((possible_location, track_nbr)) return train_stations def _fix_transitions(self, city_cells: set, inter_city_lines: List[IntVector2DArray], grid_map: GridTransitionMap, vector_field): """ Check and fix transitions of all the cells that were modified. This is necessary because we ignore validity while drawing the rails. Parameters ---------- city_cells: set Cells within cities. All of these might have changed and are thus checked inter_city_lines: List[IntVector2DArray] All cells within rails drawn between cities vector_field: IntVector2DArray Vectorfield of the size of the environment. It is used to generate preferred orienations for each cell. Each cell contains the prefered orientation of cells. If no prefered orientation is present it is set to -1 grid_map: RailEnvTransitions The grid map containing the rails. Used to draw new rails """ # Fix all cities with illegal transition maps rails_to_fix = np.zeros(3 * grid_map.height * grid_map.width * 2, dtype='int') rails_to_fix_cnt = 0 cells_to_fix = list(city_cells) + inter_city_lines for cell in cells_to_fix: cell_valid = grid_map.cell_neighbours_valid(cell, True) if not cell_valid: rails_to_fix[3 * rails_to_fix_cnt] = cell[0] rails_to_fix[3 * rails_to_fix_cnt + 1] = cell[1] rails_to_fix[3 * rails_to_fix_cnt + 2] = vector_field[cell] rails_to_fix_cnt += 1 # Fix all other cells for cell in range(rails_to_fix_cnt): grid_map.fix_transitions((rails_to_fix[3 * cell], rails_to_fix[3 * cell + 1]), rails_to_fix[3 * cell + 2]) def _closest_neighbour_in_grid4_directions(self, current_city_idx: int, city_positions: IntVector2DArray) -> List[ int]: """ Finds the closest city in each direction of the current city Parameters ---------- current_city_idx: int Index of current city city_positions: IntVector2DArray Vector containing the coordinates of all cities Returns ------- Returns indices of closest neighbour in every direction NESW """ city_distances = [] closest_neighbour: List[int] = [None for i in range(4)] # compute distance to all other cities for city_idx in range(len(city_positions)): city_distances.append( Vec2dOperations.get_manhattan_distance(city_positions[current_city_idx], city_positions[city_idx])) sorted_neighbours = np.argsort(city_distances) for neighbour in sorted_neighbours[1:]: # do not include city itself direction_to_neighbour = direction_to_point(city_positions[current_city_idx], city_positions[neighbour]) if closest_neighbour[direction_to_neighbour] is None: closest_neighbour[direction_to_neighbour] = neighbour # early return once all 4 directions have a closest neighbour if None not in closest_neighbour: return closest_neighbour return closest_neighbour
[docs] @staticmethod def argsort(seq): """ Same as Numpy sort but for lists Parameters ---------- seq: List list that we would like to sort from smallest to largest Returns ------- Returns the sorted list """ # http://stackoverflow.com/questions/3071415/efficient-method-to-calculate-the-rank-vector-of-a-list-in-python return sorted(range(len(seq)), key=seq.__getitem__)
def _get_cells_in_city(self, center: IntVector2D, radius: int, city_orientation: int, vector_field: IntVector2DArray) -> IntVector2DArray: """ Function the collect cells of a city. It also populates the vector field accoring to the orientation of the city. Example: City oriented north with a radius of 5, the vectorfield in the city will be as follows: |S|S|S|S|S| |S|S|S|S|S| |S|S|S|S|S| <-- City center |N|N|N|N|N| |N|N|N|N|N| This is used to later orient the switches to avoid infeasible maps. Parameters ---------- center: IntVector2D center coordinates of city radius: int radius of city (it is a square) city_orientation: int Orientation of city Returns ------- flat list of all cell coordinates in the city """ x_range = np.arange(center[0] - radius, center[0] + radius + 1) y_range = np.arange(center[1] - radius, center[1] + radius + 1) x_values = np.repeat(x_range, len(y_range)) y_values = np.tile(y_range, len(x_range)) city_cells = set(zip(x_values, y_values)) for cell in city_cells: vector_field[cell] = align_cell_to_city(center, city_orientation, cell) return city_cells @staticmethod def _are_cities_overlapping(center_1, center_2, radius): """ Check if two cities overlap. That is we check if two squares with certain edge length and position overlap Parameters ---------- center_1: (int, int) Center of first city center_2: (int, int) Center of second city radius: int Radius of each city. Cities are squares with edge length 2 * city_radius + 1 Returns ------- Returns True if the cities overlap and False otherwise """ return np.abs(center_1[0] - center_2[0]) < radius and np.abs(center_1[1] - center_2[1]) < radius