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Resource management for the Wildfire Containment Simulator.
Manages ground crews, air tankers, and firebreak construction.
Each resource type has distinct mechanics and constraints.
"""
from __future__ import annotations
from .models import (
CrewState, TankerState, ResourceState, Direction,
DIRECTION_DELTAS, FireState, FuelType, TierConfig,
)
from .grid import Grid
class ResourceManager:
"""
Manages all firefighting resources: crews, tankers, firebreak budget.
Handles deployment, movement, suppression, retardant drops,
and firebreak construction with full constraint checking.
"""
def __init__(self, config: TierConfig, grid: Grid):
self.config = config
self.grid = grid
# Initialize crews
self.crews: list[CrewState] = []
for i in range(config.num_crews):
self.crews.append(CrewState(
crew_id=f"crew_{i}",
row=0, col=0,
is_deployed=False,
is_active=True,
))
# Initialize tankers
self.tankers: list[TankerState] = []
for i in range(config.num_tankers):
self.tankers.append(TankerState(
tanker_id=f"tanker_{i}",
cooldown_remaining=0,
is_active=True,
))
self.firebreak_budget = config.firebreak_budget
self.recon_budget = config.recon_budget
# Track revealed cells from recon flights (step -> set of cells)
self.revealed_cells: set[tuple[int, int]] = set()
self.reveal_expiry: dict[tuple[int, int], int] = {} # cell -> step when it expires
# Stats
self.total_retardant_drops = 0
self.total_firebreaks_built = 0
self.wasted_actions = 0
self.idle_crew_steps = 0
self.crew_casualties = False
# Multi-agent crew state
self._crew_objectives: dict[str, str] = {} # crew_id -> objective string
self._ic_ordered_this_step: set[str] = set() # crews that got an IC order this step
self.autonomous_saves: int = 0 # times local policy retreat prevented a casualty
def reset(self) -> None:
"""Reset all resources to initial state."""
for crew in self.crews:
crew.is_deployed = False
crew.is_active = True
crew.row = 0
crew.col = 0
for tanker in self.tankers:
tanker.cooldown_remaining = 0
tanker.is_active = True
self.firebreak_budget = self.config.firebreak_budget
self.recon_budget = self.config.recon_budget
self.revealed_cells.clear()
self.reveal_expiry.clear()
self.total_retardant_drops = 0
self.total_firebreaks_built = 0
self.wasted_actions = 0
self.idle_crew_steps = 0
self.crew_casualties = False
self._crew_objectives = {}
self._ic_ordered_this_step = set()
self.autonomous_saves = 0
# βββ Crew Operations βββββββββββββββββββββββββββββ
def deploy_crew(self, crew_id: str, row: int, col: int) -> tuple[bool, str]:
"""Deploy a crew to a target cell. Returns (success, message)."""
crew = self._get_crew(crew_id)
if crew is None:
return False, f"Crew {crew_id} not found"
if not crew.is_active:
return False, f"Crew {crew_id} is inactive (lost)"
if crew.is_deployed:
return False, f"Crew {crew_id} already deployed. Use MOVE_CREW instead."
if not self.grid._in_bounds(row, col):
return False, f"Target ({row},{col}) out of bounds"
static = self.grid.static_grid[row][col]
dynamic = self.grid.dynamic_grid[row][col]
if static.fuel_type == FuelType.WATER:
return False, f"Cannot deploy crew to water cell ({row},{col})"
if dynamic.fire_intensity > 0.7:
return False, f"Cell ({row},{col}) too dangerous (intensity {dynamic.fire_intensity:.2f})"
# Clear old position if any
if crew.is_deployed:
self.grid.dynamic_grid[crew.row][crew.col].crew_present = False
crew.row = row
crew.col = col
crew.is_deployed = True
self.grid.dynamic_grid[row][col].crew_present = True
return True, f"Crew {crew_id} deployed to ({row},{col})"
def move_crew(self, crew_id: str, direction: Direction) -> tuple[bool, str]:
"""Move a deployed crew one cell in the given direction."""
crew = self._get_crew(crew_id)
if crew is None:
return False, f"Crew {crew_id} not found"
if not crew.is_active:
return False, f"Crew {crew_id} is inactive"
if not crew.is_deployed:
return False, f"Crew {crew_id} not deployed. Use DEPLOY_CREW first."
dr, dc = DIRECTION_DELTAS[direction]
nr, nc = crew.row + dr, crew.col + dc
if not self.grid._in_bounds(nr, nc):
return False, f"Cannot move {crew_id} {direction.value}: out of bounds"
static = self.grid.static_grid[nr][nc]
dynamic = self.grid.dynamic_grid[nr][nc]
if static.fuel_type == FuelType.WATER:
return False, f"Cannot move to water cell ({nr},{nc})"
if dynamic.fire_intensity > 0.7:
return False, f"Cell ({nr},{nc}) too dangerous (intensity {dynamic.fire_intensity:.2f})"
# Move
self.grid.dynamic_grid[crew.row][crew.col].crew_present = False
crew.row = nr
crew.col = nc
self.grid.dynamic_grid[nr][nc].crew_present = True
return True, f"Crew {crew_id} moved {direction.value} to ({nr},{nc})"
def apply_suppression(self) -> list[str]:
"""
All deployed, active crews suppress fire at their current cell.
Called each tick. Returns event messages.
"""
events = []
for crew in self.crews:
if not crew.is_active or not crew.is_deployed:
if crew.is_active and not crew.is_deployed:
self.idle_crew_steps += 1
continue
dyn = self.grid.dynamic_grid[crew.row][crew.col]
# Check for crew casualty (fire intensity spiked around them)
if dyn.fire_intensity > 0.85:
crew.is_active = False
self.crew_casualties = True
self.grid.dynamic_grid[crew.row][crew.col].crew_present = False
events.append(f"CREW CASUALTY: {crew.crew_id} trapped at ({crew.row},{crew.col})!")
continue
if dyn.fire_state in (FireState.BURNING, FireState.EMBER):
# Suppress: reduce intensity
dyn.suppression_level = min(1.0, dyn.suppression_level + 0.15)
dyn.fire_intensity = max(0.0, dyn.fire_intensity - 0.15)
if dyn.fire_intensity <= 0.0:
dyn.fire_state = FireState.SUPPRESSED
events.append(f"Crew {crew.crew_id} suppressed fire at ({crew.row},{crew.col})")
return events
# βββ Multi-Agent Crew Local Policy βββββββββββββββ
def set_crew_objective(self, crew_id: str, objective: str) -> tuple[bool, str]:
"""IC sets a high-level objective for a crew. Persists until changed."""
crew = self._get_crew(crew_id)
if crew is None:
return False, f"Crew {crew_id} not found"
if not crew.is_active:
return False, f"Crew {crew_id} is inactive"
self._crew_objectives[crew_id] = objective
self._ic_ordered_this_step.add(crew_id)
return True, f"Crew {crew_id} assigned objective: {objective}"
def clear_ic_orders(self) -> None:
"""Call at the start of each step to reset per-step IC tracking."""
self._ic_ordered_this_step = set()
def get_crew_local_obs(self, crew_id: str) -> dict:
"""Return 3x3 neighbourhood view centred on the crew's position."""
crew = self._get_crew(crew_id)
if crew is None or not crew.is_deployed:
return {}
cells = []
for dr in range(-1, 2):
for dc in range(-1, 2):
r, c = crew.row + dr, crew.col + dc
if not self.grid._in_bounds(r, c):
cells.append({"row": r, "col": c, "fire_state": "out_of_bounds",
"intensity": 0.0, "smoke": 0.0})
else:
dyn = self.grid.dynamic_grid[r][c]
cells.append({
"row": r, "col": c,
"fire_state": dyn.fire_state.value,
"intensity": round(dyn.fire_intensity, 3),
"smoke": round(dyn.smoke_density, 3),
})
return {
"crew_id": crew_id,
"position": (crew.row, crew.col),
"health": "active" if crew.is_active else "casualty",
"neighborhood": cells,
"objective": self._crew_objectives.get(crew_id, "none"),
}
def apply_local_policies(self) -> list[str]:
"""
Run each deployed crew's local policy for crews NOT ordered by IC this step.
Called after fire spread, before suppression.
"""
events = []
for crew in self.crews:
if not crew.is_active or not crew.is_deployed:
continue
if crew.crew_id in self._ic_ordered_this_step:
continue
dyn = self.grid.dynamic_grid[crew.row][crew.col]
objective = self._crew_objectives.get(crew.crew_id, "advance")
if objective == "hold":
continue
if dyn.fire_intensity > 0.8:
# Retreat: move away from fire centre
direction = self._retreat_direction(crew)
if direction is not None:
old_intensity = dyn.fire_intensity
ok, msg = self.move_crew(crew.crew_id, direction)
if ok:
new_dyn = self.grid.dynamic_grid[crew.row][crew.col]
if new_dyn.fire_intensity < old_intensity:
self.autonomous_saves += 1
events.append(
f"AUTO-RETREAT: {crew.crew_id} retreated {direction.value} "
f"(intensity was {old_intensity:.2f})"
)
else:
events.append(f"AUTO-RETREAT: {crew.crew_id} moved {direction.value}")
else:
# Advance toward nearest fire in 3x3, biased by objective
direction = self._advance_direction(crew, objective)
if direction is not None:
ok, msg = self.move_crew(crew.crew_id, direction)
if ok:
events.append(f"AUTO-ADVANCE: {crew.crew_id} moved {direction.value}")
return events
def _retreat_direction(self, crew) -> "Direction | None":
"""Find the safest direction to retreat from current position."""
best_dir = None
best_score = -1.0
for direction, (dr, dc) in DIRECTION_DELTAS.items():
nr, nc = crew.row + dr, crew.col + dc
if not self.grid._in_bounds(nr, nc):
continue
static = self.grid.static_grid[nr][nc]
if static.fuel_type == FuelType.WATER:
continue
dyn = self.grid.dynamic_grid[nr][nc]
# Prefer low intensity, not burning
score = 1.0 - dyn.fire_intensity
if dyn.fire_state in (FireState.BURNING, FireState.EMBER):
score -= 0.5
if score > best_score:
best_score = score
best_dir = direction
return best_dir
def _advance_direction(self, crew, objective: str) -> "Direction | None":
"""Find direction toward nearest fire, biased by objective."""
# Look in 3x3 for fire targets
targets = []
for dr in range(-1, 2):
for dc in range(-1, 2):
if dr == 0 and dc == 0:
continue
r, c = crew.row + dr, crew.col + dc
if not self.grid._in_bounds(r, c):
continue
dyn = self.grid.dynamic_grid[r][c]
if dyn.fire_state in (FireState.BURNING, FireState.EMBER):
targets.append((dr, dc))
if not targets:
return None
# Pick target, with direction bias from objective
bias = {
"prioritize_north": (-1, 0),
"prioritize_south": (1, 0),
"prioritize_east": (0, 1),
"prioritize_west": (0, -1),
}.get(objective, (0, 0))
best = min(targets, key=lambda t: abs(t[0] - bias[0]) + abs(t[1] - bias[1]))
# Find Direction matching (dr, dc)
for direction, delta in DIRECTION_DELTAS.items():
if delta == best:
nr, nc = crew.row + best[0], crew.col + best[1]
if self.grid._in_bounds(nr, nc):
static = self.grid.static_grid[nr][nc]
if static.fuel_type != FuelType.WATER:
return direction
return None
# βββ Tanker Operations ββββββββββββββββββββββββββββ
def drop_retardant(self, tanker_id: str, center_row: int, center_col: int) -> tuple[bool, str]:
"""Drop retardant on a 3x3 area centered on (center_row, center_col)."""
tanker = self._get_tanker(tanker_id)
if tanker is None:
return False, f"Tanker {tanker_id} not found"
if not tanker.is_active:
return False, f"Tanker {tanker_id} inactive"
if tanker.cooldown_remaining > 0:
return False, f"Tanker {tanker_id} on cooldown ({tanker.cooldown_remaining} steps)"
if not self.grid._in_bounds(center_row, center_col):
return False, f"Target ({center_row},{center_col}) out of bounds"
# Check smoke density at target
if self.grid.dynamic_grid[center_row][center_col].smoke_density > 0.8:
return False, f"Smoke too dense at ({center_row},{center_col}) for tanker drop"
# Apply retardant to 3x3 area
affected = 0
for dr in range(-1, 2):
for dc in range(-1, 2):
r, c = center_row + dr, center_col + dc
if not self.grid._in_bounds(r, c):
continue
dyn = self.grid.dynamic_grid[r][c]
dyn.fire_intensity = max(0.0, dyn.fire_intensity - 0.4)
dyn.moisture = min(1.0, dyn.moisture + 0.2)
dyn.suppression_level = min(1.0, dyn.suppression_level + 0.3)
if dyn.fire_state in (FireState.BURNING, FireState.EMBER) and dyn.fire_intensity <= 0.0:
dyn.fire_state = FireState.SUPPRESSED
affected += 1
tanker.cooldown_remaining = self.config.tanker_cooldown
self.total_retardant_drops += 1
return True, f"Tanker {tanker_id} dropped retardant at ({center_row},{center_col}), {affected} cells affected"
def tick_tanker_cooldowns(self) -> None:
"""Reduce cooldown timers by 1 each step."""
for tanker in self.tankers:
if tanker.cooldown_remaining > 0:
tanker.cooldown_remaining -= 1
# βββ Firebreak Operations βββββββββββββββββββββββββ
def build_firebreak(self, crew_id: str, direction: Direction) -> tuple[bool, str]:
"""Build a firebreak in the cell adjacent to the crew in the given direction."""
crew = self._get_crew(crew_id)
if crew is None:
return False, f"Crew {crew_id} not found"
if not crew.is_active or not crew.is_deployed:
return False, f"Crew {crew_id} not deployed/active"
if self.firebreak_budget <= 0:
return False, "No firebreak budget remaining"
dr, dc = DIRECTION_DELTAS[direction]
tr, tc = crew.row + dr, crew.col + dc
if not self.grid._in_bounds(tr, tc):
return False, f"Target ({tr},{tc}) out of bounds"
static = self.grid.static_grid[tr][tc]
dynamic = self.grid.dynamic_grid[tr][tc]
if static.fuel_type in (FuelType.WATER, FuelType.URBAN):
return False, f"Cannot build firebreak on {static.fuel_type.value} cell"
if dynamic.fire_state != FireState.UNBURNED:
return False, f"Cell ({tr},{tc}) is not UNBURNED (state: {dynamic.fire_state.value})"
dynamic.fire_state = FireState.FIREBREAK
dynamic.fire_intensity = 0.0
self.firebreak_budget -= 1
self.total_firebreaks_built += 1
return True, f"Firebreak built at ({tr},{tc}) by {crew_id}. Budget: {self.firebreak_budget}"
# βββ Recon Operations βββββββββββββββββββββββββββββ
def recon_flight(self, center_row: int, center_col: int, current_step: int) -> tuple[bool, str]:
"""Execute a reconnaissance flight revealing a 10x10 area for 5 steps."""
if self.recon_budget <= 0:
return False, "No recon budget remaining"
if not self.grid._in_bounds(center_row, center_col):
return False, f"Target ({center_row},{center_col}) out of bounds"
# Reveal 10x10 area
for r in range(max(0, center_row - 5), min(self.grid.rows, center_row + 5)):
for c in range(max(0, center_col - 5), min(self.grid.cols, center_col + 5)):
self.revealed_cells.add((r, c))
self.reveal_expiry[(r, c)] = current_step + 5
self.recon_budget -= 1
return True, f"Recon flight over ({center_row},{center_col}). {len(self.revealed_cells)} cells revealed."
def expire_reveals(self, current_step: int) -> None:
"""Remove expired cell reveals."""
expired = [cell for cell, step in self.reveal_expiry.items() if current_step >= step]
for cell in expired:
self.revealed_cells.discard(cell)
del self.reveal_expiry[cell]
# βββ Crew Loss (Hard tier) ββββββββββββββββββββββββ
def apply_crew_loss(self, crew_id: str) -> list[str]:
"""Disable a specific crew (injury event)."""
crew = self._get_crew(crew_id)
if crew is None:
return []
if not crew.is_active:
return []
crew.is_active = False
if crew.is_deployed:
self.grid.dynamic_grid[crew.row][crew.col].crew_present = False
crew.is_deployed = False
return [f"CREW LOSS: {crew_id} injured and evacuated."]
# βββ State / Observation ββββββββββββββββββββββββββ
def get_resource_state(self) -> ResourceState:
"""Build resource state for observation."""
return ResourceState(
crews=[c.model_copy() for c in self.crews],
tankers=[t.model_copy() for t in self.tankers],
firebreak_budget=self.firebreak_budget,
recon_budget=self.recon_budget,
)
def get_crew_positions(self) -> list[tuple[int, int]]:
"""Return positions of all deployed, active crews."""
return [
(c.row, c.col) for c in self.crews
if c.is_active and c.is_deployed
]
def get_total_possible_actions(self, episode_length: int) -> int:
"""Estimate total possible meaningful actions for efficiency scoring."""
return episode_length * self.config.num_crews
# βββ Helpers ββββββββββββββββββββββββββββββββββββββ
def _get_crew(self, crew_id: str) -> CrewState | None:
for c in self.crews:
if c.crew_id == crew_id:
return c
return None
def _get_tanker(self, tanker_id: str) -> TankerState | None:
for t in self.tankers:
if t.tanker_id == tanker_id:
return t
return None
|