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Copy pathCustomPyBoyGym.py
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CustomPyBoyGym.py
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from pyboy.pyboy import *
from AISettings.AISettingsInterface import AISettingsInterface
class CustomPyBoyGym(PyBoyGymEnv):
def step(self, list_actions):
"""
Simultanious action implemention
"""
info = {}
previousGameState = self.aiSettings.GetGameState(self.pyboy)
if list_actions[0] == self._DO_NOTHING:
pyboy_done = self.pyboy.tick()
else:
# release buttons if not pressed now but were pressed in the past
for pressedFromBefore in [pressed for pressed in self._button_is_pressed if self._button_is_pressed[pressed] == True]: # get all buttons currently pressed
if pressedFromBefore not in list_actions:
release = self._release_button[pressedFromBefore]
self.pyboy.send_input(release)
self._button_is_pressed[release] = False
# press buttons we want to press
for buttonToPress in list_actions:
self.pyboy.send_input(buttonToPress)
self._button_is_pressed[buttonToPress] = True # update status of the button
pyboy_done = self.pyboy.tick()
# reward
reward = self.aiSettings.GetReward(previousGameState, self.pyboy)
observation = self._get_observation()
done = pyboy_done or self.pyboy.game_wrapper().game_over()
return observation, reward, done, info
def setAISettings(self, aisettings: AISettingsInterface):
self.aiSettings = aisettings
def reset(self):
""" Reset (or start) the gym environment throught the game_wrapper """
if not self._started:
self.game_wrapper.start_game(**self._kwargs)
self._started = True
else:
self.game_wrapper.reset_game()
# release buttons if not pressed now but were pressed in the past
for pressedFromBefore in [pressed for pressed in self._button_is_pressed if self._button_is_pressed[pressed] == True]: # get all buttons currently pressed
self.pyboy.send_input(self._release_button[pressedFromBefore])
self.button_is_pressed = {button: False for button in self._buttons} # reset all buttons
return self._get_observation()