src.dcss.state.cell

Module Contents

Classes

Cell

Stores a cell of the map, not sure what all the information means yet

class src.dcss.state.cell.Cell(vals)

Stores a cell of the map, not sure what all the information means yet

set_vals(vals)
remove_all_items()
get_pddl_name()
get_cell_vector()

A tile can have 0 or 1 monsters. Monsters do not have IDs therefore they are referred to by the tile they are occupying.

Each tile is represented by a vector of size 34:

Vector Index

Description of Data

Data Type if available

0-19

Monster data, see monster.py get_cell_vector()

20

Terrain Type

Int repr.type ID

21

Has Item Potion

Int repr. type ID

22

Has Item Scroll

Int repr. type ID

23

Has Item Armour

Int repr. type ID

24

Has Item Weapon

Int repr. type ID

25

Has Item Missile

Int repr. type ID

26

Has Gold

Boolean

27

Has Smoke / Fog

Boolean

28

Has Flame Cloud

Boolean

29

(TODO) Has Rune

Int repr. type ID

30

Has Orb of Zot

Boolean

get_pddl_facts()
straight_line_distance(cell)
get_simple_vector_value()

Returns a vector based representation of the cell for use in RL approaches.

This vector has length 1 and is highly simplified. Possible values are: 0 - empty 1 - player 2 - monster 3 - lava 4 - plant or tree 5 - stairsup 6 - stairsdown 7 - statue or wall or 8 - open door 9 - closed door

static get_simple_vector_value_for_nonexistent_cell()

In the situation where we need to represent a tile that doesn’t exist, use this as the default value

__str__()

Return str(self).