# noqa: D212, D415
"""
# Combat: Tank
```{figure} atari_combat_tank.gif
:width: 140px
:name: combat_tank
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| Import | `from pettingzoo.atari import combat_tank_v3` |
|--------------------|---------------------------------------------------|
| Actions | Discrete |
| Parallel API | Yes |
| Manual Control | No |
| Agents | `agents= ['first_0', 'second_0']` |
| Agents | 2 |
| Action Shape | (1,) |
| Action Values | [0,5] |
| Observation Shape | (210, 160, 3) |
| Observation Values | (0,255) |
*Combat*'s classic tank mode is an adversarial game where prediction, and positioning are key.
The players move around the map. When your opponent is hit by your bullet,
you score a point. Note that your opponent gets blasted through obstacles when it is hit, potentially putting it in a good position to hit you back.
Whenever you score a point, you are rewarded +1 and your opponent is penalized -1.
[Official Combat manual](https://atariage.com/manual_html_page.php?SoftwareID=935)
#### Environment parameters
Some environment parameters are common to all Atari environments and are described in the [base Atari documentation](../atari).
Parameters specific to combat-tank are
``` python
combat_tank_v2.env(has_maze=True, is_invisible=False, billiard_hit=True)
```
`has_maze`: Set to true to have the map be a maze instead of an open field
`is_invisible`: If true, tanks are invisible unless they are firing or are running into a wall.
`billiard_hit`: If true, bullets bounce off walls, in fact, like billiards, they only count if they hit the opponent's tank after bouncing off a wall.
### Action Space
In any given turn, an agent can choose from one of 18 actions.
| Action | Behavior |
|:---------:|-----------|
| 0 | No operation |
| 1 | Fire |
| 2 | Move up |
| 3 | Move right |
| 4 | Move left |
| 5 | Move down |
| 6 | Move upright |
| 7 | Move upleft |
| 8 | Move downright |
| 9 | Move downleft |
| 10 | Fire up |
| 11 | Fire right |
| 12 | Fire left |
| 13 | Fire down |
| 14 | Fire upright |
| 15 | Fire upleft |
| 16 | Fire downright |
| 17 | Fire downleft |
### Version History
* v2: Minimal Action Space (1.18.0)
* v1: Breaking changes to entire API (1.4.0)
* v0: Initial versions release (1.0.0)
"""
import os
import warnings
from glob import glob
from pettingzoo.atari.base_atari_env import (
BaseAtariEnv,
base_env_wrapper_fn,
parallel_wrapper_fn,
)
[docs]
def raw_env(has_maze=True, is_invisible=False, billiard_hit=True, **kwargs):
if has_maze is False and is_invisible is False and billiard_hit is False:
warnings.warn(
"combat_tank has interesting parameters to consider overriding including is_invisible, billiard_hit and has_maze"
)
start_mapping = {
(False, False): 1,
(False, True): 8,
(True, False): 10,
(True, True): 13,
}
mode = start_mapping[(is_invisible, billiard_hit)] + has_maze
name = os.path.basename(__file__).split(".")[0]
parent_file = glob(
os.path.join(os.path.dirname(os.path.dirname(__file__)), name + "*.py")
)
version_num = parent_file[0].split("_")[-1].split(".")[0]
name = name + "_" + version_num
return BaseAtariEnv(
game="combat", num_players=2, mode_num=mode, env_name=name, **kwargs
)
env = base_env_wrapper_fn(raw_env)
parallel_env = parallel_wrapper_fn(env)