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Refactor environments into hierarchy? #2

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rpatrik96 opened this issue Mar 22, 2020 · 4 comments
Open

Refactor environments into hierarchy? #2

rpatrik96 opened this issue Mar 22, 2020 · 4 comments
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enhancement New feature or request help wanted Extra attention is needed question Further information is requested

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@rpatrik96
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Status quo

Code for both environments is on the same hierarchy level, which makes the code harder to maintain/navigate.

Proposal

Create a robocup and a driving folder for each.

Considerations

Would it break anything

@rpatrik96 rpatrik96 added enhancement New feature or request help wanted Extra attention is needed question Further information is requested labels Mar 22, 2020
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Hi! This seems to be your first issue in this repo: now, you are officially a member of the Order of Bug Bounty Hunters. Keep hunting!' first issue

@rpatrik96
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Additionally, it would be reasonable to have a superclass for both environments, as there is duplicate code in both.

@szemenyeim
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Hmm, yeah, let's separate the env-specific things (Including classes, like Robot, Car, Pedestrian, etc.), and create a superclass. I don't think it would break anything (at least anything that can't be fixed).

@rpatrik96 rpatrik96 self-assigned this Mar 22, 2020
@rpatrik96
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There are some questions/remarks worth discussing regarding this matter:

  • make_dyn_env uses the use_continuous_actions parameter for allowHeadTurn as well. Isn't this a continuous action as well? Here some rename would make the code easier to understand. I will leave it this way in my next refactor commit.
  • as the render function was almost the same, I opted for renaming robots and cars to agents, so I could refactor.

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