Source code for mesa.discrete_space.cell

"""Cells are positions in space that can have properties and contain agents.

A cell represents a location that can:
- Have properties (like temperature or resources)
- Track and limit the agents it contains
- Connect to neighboring cells
- Provide neighborhood information

Cells form the foundation of the cell space system, enabling rich spatial
environments where both location properties and agent behaviors matter. They're
useful for modeling things like varying terrain, infrastructure capacity, or
environmental conditions.
"""

from __future__ import annotations

from functools import cache
from random import Random
from typing import TYPE_CHECKING

import numpy as np

from mesa.discrete_space.cell_agent import CellAgent
from mesa.discrete_space.cell_collection import CellCollection

if TYPE_CHECKING:
    from mesa.agent import Agent

Coordinate = tuple[int, ...]


[docs] class Cell: """The cell represents a position in a discrete space. Attributes: coordinate (Coordinate) : the logical position(or index) of the cell in the discrete space position (np.ndarray | None): the physical position of the cell in the discrete space agents (List[Agent]): the agents occupying the cell capacity (int): the maximum number of agents that can simultaneously occupy the cell random (Random): the random number generator """ __slots__ = [ "_agents", "_empty", "_position", # physical position "capacity", "connections", "coordinate", # Logical index "properties", "random", ] @property def empty(self) -> bool: # noqa: D102 return self._empty @empty.setter def empty(self, value: bool) -> None: self._empty = value @property def position(self) -> np.ndarray: """Get the physical position of the cell. Returns: np.ndarray: Physical position of the cell """ if self._position is not None: return self._position # Default for implicit grids return np.asarray(self.coordinate, dtype=float) @position.setter def position(self, value: np.ndarray | None) -> None: self._position = value def __init__( self, coordinate: Coordinate, *, position: np.ndarray | None = None, capacity: int | None = None, random: Random | None = None, ) -> None: """Initialise the cell. Args: coordinate: coordinates of the cell position: physical coordinates of the cell capacity (int) : the capacity of the cell. If None, the capacity is infinite random (Random) : the random number generator to use """ super().__init__() self.coordinate = coordinate # Logical index self._position = position # Physical position self.connections: dict[Coordinate, Cell] = {} self._agents: list[ CellAgent ] = [] # TODO:: change to AgentSet or weakrefs? (neither is very performant, ) self.capacity: int | None = capacity self.properties: dict[ Coordinate, object ] = {} # fixme still used by voronoi mesh self.random = random
[docs] def connect(self, other: Cell, key: Coordinate | None = None) -> None: """Connects this cell to another cell. Args: other (Cell): other cell to connect to key (Tuple[int, ...]): key for the connection. Should resemble a relative coordinate """ if key is None: key = other.coordinate self._clear_cache() self.connections[key] = other
[docs] def disconnect(self, other: Cell) -> None: """Disconnects this cell from another cell. Args: other (Cell): other cell to remove from connections """ keys_to_remove = [k for k, v in self.connections.items() if v == other] for key in keys_to_remove: del self.connections[key] self._clear_cache()
[docs] def add_agent(self, agent: CellAgent) -> None: """Adds an agent to the cell. Args: agent (CellAgent): agent to add to this Cell """ n = len(self._agents) self.empty = False if self.capacity is not None and n >= self.capacity: raise Exception( "ERROR: Cell is full" ) # FIXME we need MESA errors or a proper error self._agents.append(agent)
[docs] def remove_agent(self, agent: CellAgent) -> None: """Removes an agent from the cell. Args: agent (CellAgent): agent to remove from this cell """ self._agents.remove(agent) self.empty = self.is_empty
@property def is_empty(self) -> bool: """Returns a bool of the contents of a cell.""" return len(self._agents) == 0 @property def is_full(self) -> bool: """Returns a bool of the contents of a cell.""" if self.capacity is None: return False return len(self._agents) >= self.capacity @property def agents(self) -> list[CellAgent]: """Returns a list of the agents occupying the cell.""" return self._agents.copy() def __repr__(self): # noqa return f"Cell({self.coordinate}, {self.agents})" @property def neighborhood(self) -> CellCollection[Cell]: """Returns the direct neighborhood of the cell. This is equivalent to cell.get_neighborhood(radius=1) """ return self.get_neighborhood() # FIXME: Revisit caching strategy on methods
[docs] @cache # noqa: B019 def get_neighborhood( self, radius: int = 1, include_center: bool = False ) -> CellCollection[Cell]: """Returns a list of all neighboring cells for the given radius. For getting the direct neighborhood (i.e., radius=1) you can also use the `neighborhood` property. Args: radius (int): the radius of the neighborhood include_center (bool): include the center of the neighborhood Returns: a list of all neighboring cells """ return CellCollection[Cell]( self._neighborhood(radius=radius, include_center=include_center), random=self.random, )
# FIXME: Revisit caching strategy on methods @cache # noqa: B019 def _neighborhood( self, radius: int = 1, include_center: bool = False ) -> dict[Cell, list[Agent]]: """Return cells within given radius using iterative BFS. Note: This implementation uses iterative breadth-first search instead of recursion to avoid RecursionError on large radius values. """ if radius < 1: raise ValueError("radius must be larger than one") # Fast path for radius=1 (most common case) - avoid BFS overhead if radius == 1: neighborhood = { neighbor: neighbor._agents for neighbor in self.connections.values() } if include_center: neighborhood[self] = self._agents return neighborhood # Use iterative BFS for radius > 1 to avoid RecursionError visited: set[Cell] = {self} current_layer: list[Cell] = list(self.connections.values()) neighborhood: dict[Cell, list[Agent]] = {} # Add immediate neighbors (radius=1) for neighbor in current_layer: if neighbor not in visited: visited.add(neighbor) neighborhood[neighbor] = neighbor._agents # Expand outward for remaining radius levels for _ in range(radius - 1): next_layer: list[Cell] = [] for cell in current_layer: for neighbor in cell.connections.values(): if neighbor not in visited: visited.add(neighbor) next_layer.append(neighbor) neighborhood[neighbor] = neighbor._agents current_layer = next_layer if not current_layer: break # No more cells to explore # Handle center inclusion if include_center: neighborhood[self] = self._agents else: neighborhood.pop(self, None) return neighborhood def __getstate__(self): """Return state of the Cell. Neighbors are replaced with their coordinates to avoid deep recursion while preserving the connection keys. """ state = super().__getstate__() # Replace neighbor objects with their coordinates to avoid deep recursion # while preserving the connection keys. state[1]["connections"] = { key: neighbor.coordinate for key, neighbor in self.connections.items() } return state def _clear_cache(self): """Helper function to clear local cache.""" self.get_neighborhood.cache_clear() self._neighborhood.cache_clear()