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Deploy to HF Space
363abf3
"""
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
# ─── Crew Operations ─────────────────────────────
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
# ─── Multi-Agent Crew Local Policy ───────────────
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
# ─── Tanker Operations ────────────────────────────
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
# ─── Firebreak Operations ─────────────────────────
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}"
# ─── Recon Operations ─────────────────────────────
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]
# ─── Crew Loss (Hard tier) ────────────────────────
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."]
# ─── State / Observation ──────────────────────────
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
# ─── Helpers ──────────────────────────────────────
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