# noqa: D212, D415
"""
# Simple Speaker Listener

```{figure} mpe_simple_speaker_listener.gif
:width: 140px
:name: simple_speaker_listener
```

This environment is part of the <a href='..'>MPE environments</a>. Please read that page first for general information.

| Import               | `from pettingzoo.mpe import simple_speaker_listener_v4` |
|----------------------|---------------------------------------------------------|
| Actions              | Discrete/Continuous                                     |
| Parallel API         | Yes                                                     |
| Manual Control       | No                                                      |
| Agents               | `agents=[speaker_0, listener_0]`                        |
| Agents               | 2                                                       |
| Action Shape         | (3),(5)                                                 |
| Action Values        | Discrete(3),(5)/Box(0.0, 1.0, (3)), Box(0.0, 1.0, (5))  |
| Observation Shape    | (3),(11)                                                |
| Observation Values   | (-inf,inf)                                              |
| State Shape          | (14,)                                                   |
| State Values         | (-inf,inf)                                              |


This environment is similar to simple_reference, except that one agent is the 'speaker' (gray) and can speak but cannot move, while the other agent is the listener (cannot speak, but must navigate to correct landmark).

Speaker observation space: `[goal_id]`

Listener observation space: `[self_vel, all_landmark_rel_positions, communication]`

Speaker action space: `[say_0, say_1, say_2, say_3, say_4, say_5, say_6, say_7, say_8, say_9]`

Listener action space: `[no_action, move_left, move_right, move_down, move_up]`

### Arguments

``` python
simple_speaker_listener_v4.env(max_cycles=25, continuous_actions=False)
```



`max_cycles`:  number of frames (a step for each agent) until game terminates

`continuous_actions`: Whether agent action spaces are discrete(default) or continuous

"""

import numpy as np
from gymnasium.utils import EzPickle

from pettingzoo.mpe._mpe_utils.core import Agent, Landmark, World
from pettingzoo.mpe._mpe_utils.scenario import BaseScenario
from pettingzoo.mpe._mpe_utils.simple_env import SimpleEnv, make_env
from pettingzoo.utils.conversions import parallel_wrapper_fn


class raw_env(SimpleEnv, EzPickle):
    def __init__(self, max_cycles=25, continuous_actions=False, render_mode=None):
        EzPickle.__init__(
            self,
            max_cycles=max_cycles,
            continuous_actions=continuous_actions,
            render_mode=render_mode,
        )
        scenario = Scenario()
        world = scenario.make_world()
        SimpleEnv.__init__(
            self,
            scenario=scenario,
            world=world,
            render_mode=render_mode,
            max_cycles=max_cycles,
            continuous_actions=continuous_actions,
        )
        self.metadata["name"] = "simple_speaker_listener_v4"


env = make_env(raw_env)
parallel_env = parallel_wrapper_fn(env)


class Scenario(BaseScenario):
    def make_world(self):
        world = World()
        # set any world properties first
        world.dim_c = 3
        num_landmarks = 3
        world.collaborative = True
        # add agents
        world.agents = [Agent() for i in range(2)]
        for i, agent in enumerate(world.agents):
            agent.name = "speaker_0" if i == 0 else "listener_0"
            agent.collide = False
            agent.size = 0.075
        # speaker
        world.agents[0].movable = False
        # listener
        world.agents[1].silent = True
        # add landmarks
        world.landmarks = [Landmark() for i in range(num_landmarks)]
        for i, landmark in enumerate(world.landmarks):
            landmark.name = "landmark %d" % i
            landmark.collide = False
            landmark.movable = False
            landmark.size = 0.04
        return world

    def reset_world(self, world, np_random):
        # assign goals to agents
        for agent in world.agents:
            agent.goal_a = None
            agent.goal_b = None
        # want listener to go to the goal landmark
        world.agents[0].goal_a = world.agents[1]
        world.agents[0].goal_b = np_random.choice(world.landmarks)
        # random properties for agents
        for i, agent in enumerate(world.agents):
            agent.color = np.array([0.25, 0.25, 0.25])
        # random properties for landmarks
        world.landmarks[0].color = np.array([0.65, 0.15, 0.15])
        world.landmarks[1].color = np.array([0.15, 0.65, 0.15])
        world.landmarks[2].color = np.array([0.15, 0.15, 0.65])
        # special colors for goals
        world.agents[0].goal_a.color = world.agents[0].goal_b.color + np.array(
            [0.45, 0.45, 0.45]
        )
        # set random initial states
        for agent in world.agents:
            agent.state.p_pos = np_random.uniform(-1, +1, world.dim_p)
            agent.state.p_vel = np.zeros(world.dim_p)
            agent.state.c = np.zeros(world.dim_c)
        for i, landmark in enumerate(world.landmarks):
            landmark.state.p_pos = np_random.uniform(-1, +1, world.dim_p)
            landmark.state.p_vel = np.zeros(world.dim_p)

    def benchmark_data(self, agent, world):
        # returns data for benchmarking purposes
        return self.reward(agent, world)

    def reward(self, agent, world):
        # squared distance from listener to landmark
        a = world.agents[0]
        dist2 = np.sum(np.square(a.goal_a.state.p_pos - a.goal_b.state.p_pos))
        return -dist2

    def observation(self, agent, world):
        # goal color
        goal_color = np.zeros(world.dim_color)
        if agent.goal_b is not None:
            goal_color = agent.goal_b.color

        # get positions of all entities in this agent's reference frame
        entity_pos = []
        for entity in world.landmarks:
            entity_pos.append(entity.state.p_pos - agent.state.p_pos)

        # communication of all other agents
        comm = []
        for other in world.agents:
            if other is agent or (other.state.c is None):
                continue
            comm.append(other.state.c)

        # speaker
        if not agent.movable:
            return np.concatenate([goal_color])
        # listener
        if agent.silent:
            return np.concatenate([agent.state.p_vel] + entity_pos + comm)
