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from __future__ import annotations

from pathlib import Path

from autofarm.contracts import (
    ChallengeState,
    EpisodeOutcome,
    EpisodeOutcomeStatus,
    FieldZoneState,
    PriorityBand,
    RiddleCategory,
    SimulatorMode,
)
from autofarm.sim.engine import (
    DEFAULT_HOME_ZONE_ID,
    DEFAULT_INTERACTIVE_BASE_STATION_ZONE_ID,
    DEFAULT_INTERACTIVE_MAX_ENERGY,
    HiddenZoneState,
    SimulatorEnvironment,
    clone_hidden_zone_state,
    default_hidden_for_zone,
)
from autofarm.sim.scenarios import ChallengeTemplate, InspectFixture, RIDDLE_SAFETY_MAX_STEPS, RiddleSpec, ZoneScenarioTruth
from autofarm.sim.scenarios import available_challenge_templates, fallback_goal_policy


class EmptyCatalog:
    def sample_by_identity(self, *, dataset_name: str, source_dataset: str, sample_id: str):  # noqa: ARG002
        return None

    def samples_for_tag(self, dataset_name: str, tag: str, positive: bool = True):  # noqa: ARG002
        return []

    def samples_for_dataset(self, dataset_name: str):  # noqa: ARG002
        return []


def make_fixture(*expected_anomalies: str, simulated_backend_error: str | None = None) -> InspectFixture:
    return InspectFixture(
        sample_ref=None,
        expected_anomalies=tuple(expected_anomalies),
        simulated_backend_error=simulated_backend_error,
    )


def make_environment(
    *,
    name: str,
    zone_id: str = "zone_r02_c02",
    priority_band: PriorityBand = PriorityBand.HIGH,
    priority_hint: float = 0.88,
    state_confidence: float = 0.4,
    starting_uncertainty: float = 0.6,
    fixtures: tuple[InspectFixture, ...] = (),
    travel_budget: float = 10.0,
) -> SimulatorEnvironment:
    template_policy = available_challenge_templates().get(name)
    goal_policy = (
        template_policy.goal_policy
        if template_policy is not None
        else fallback_goal_policy().model_copy(
            update={
                "allowed_terminal_intents": [],
                "required_positive_confirmation_count": 999,
            }
        )
    )
    zone_states = build_test_zone_grid(focus_zone_id=zone_id)
    zone_state = next(zone for zone in zone_states if zone.zone_id == zone_id)
    zone_state.static_features["scenario_priority_hint"] = priority_hint
    zone_state.state_confidence = state_confidence
    truth = ZoneScenarioTruth(
        true_priority_band=priority_band,
        inspect_fixtures=fixtures,
        priority_hint=priority_hint,
        confidence_override=state_confidence,
        starting_uncertainty=starting_uncertainty,
    )
    template = ChallengeTemplate(
        template_id=name,
        display_name=name,
        description=name,
        resolver_id=name,
        truth=truth,
        goal_policy=goal_policy,
        interactive_enabled=True,
    )
    riddle = RiddleSpec(
        name=name,
        description=name,
        category=RiddleCategory.MISSION,
        travel_budget=travel_budget,
        challenge_template_id=name,
        target_zone_id=zone_id,
        evaluator_id=name,
        objective=name,
        challenge_summary=name,
        why_it_matters=name,
    )
    hidden = HiddenZoneState(
        zone_id=zone_id,
        true_priority_band=priority_band,
        inspect_fixtures=fixtures,
        current_uncertainty=starting_uncertainty,
    )
    default_hidden_zone_states = {state.zone_id: default_hidden_for_zone(state) for state in zone_states}
    hidden_zone_states = {
        state.zone_id: default_hidden_for_zone(state)
        for state in zone_states
    }
    hidden_zone_states[zone_id] = hidden
    baseline_zone_states = {state.zone_id: state.model_copy(deep=True) for state in zone_states}
    env = SimulatorEnvironment(
        mode=SimulatorMode.RIDDLE,
        name=name,
        description=name,
        challenge_templates={name: template},
        zone_states=zone_states,
        hidden_zone_states=hidden_zone_states,
        baseline_zone_states=baseline_zone_states,
        default_hidden_zone_states=default_hidden_zone_states,
        catalog=EmptyCatalog(),
        current_zone_id=zone_id,
        travel_budget_remaining=travel_budget,
        max_energy=DEFAULT_INTERACTIVE_MAX_ENERGY,
        energy_remaining=DEFAULT_INTERACTIVE_MAX_ENERGY,
        riddle_spec=riddle,
        outcome=EpisodeOutcome(
            status=EpisodeOutcomeStatus.IN_PROGRESS,
            done_reason="running",
            message="Riddle in progress.",
            safety_step_cap=RIDDLE_SAFETY_MAX_STEPS,
        ),
        active_challenges={
            zone_id: ChallengeState(
                instance_id=f"{name}:{zone_id}:test",
                template_id=name,
                name=name,
                description=name,
                zone_id=zone_id,
                evaluator_id=name,
                goal_policy=goal_policy,
            )
        },
        last_visited_step_by_zone={state.zone_id: (0 if state.zone_id == zone_id else -1) for state in zone_states},
    )
    env.initialize_indexes()
    return env


def make_interactive_environment(
    *,
    zone_id: str = DEFAULT_INTERACTIVE_BASE_STATION_ZONE_ID,
    max_energy: float = DEFAULT_INTERACTIVE_MAX_ENERGY,
    travel_budget: float | None = None,
) -> SimulatorEnvironment:
    del max_energy
    zone_states = build_test_zone_grid(focus_zone_id=zone_id)
    default_hidden_zone_states = {state.zone_id: default_hidden_for_zone(state) for state in zone_states}
    env = SimulatorEnvironment(
        mode=SimulatorMode.INTERACTIVE,
        name="interactive_world",
        description="interactive_world",
        challenge_templates={},
        zone_states=zone_states,
        hidden_zone_states={zone_id: clone_hidden_zone_state(hidden) for zone_id, hidden in default_hidden_zone_states.items()},
        baseline_zone_states={state.zone_id: state.model_copy(deep=True) for state in zone_states},
        default_hidden_zone_states=default_hidden_zone_states,
        catalog=EmptyCatalog(),
        current_zone_id=DEFAULT_HOME_ZONE_ID,
        travel_budget_remaining=travel_budget,
        home_zone_id=DEFAULT_HOME_ZONE_ID,
        home_neighbor_zone_id=zone_id,
        max_energy=DEFAULT_INTERACTIVE_MAX_ENERGY,
        energy_remaining=DEFAULT_INTERACTIVE_MAX_ENERGY,
        outcome=EpisodeOutcome(
            status=EpisodeOutcomeStatus.IN_PROGRESS,
            done_reason="running",
            message="Interactive world is running.",
        ),
        last_visited_step_by_zone={state.zone_id: (0 if state.zone_id == zone_id else -1) for state in zone_states},
    )
    env.initialize_indexes()
    return env


def parse_zone_coords(zone_id: str) -> tuple[int, int]:
    row_token = zone_id.split("_")[1]
    col_token = zone_id.split("_")[2]
    return int(row_token.replace("r", "")), int(col_token.replace("c", ""))


def build_test_zone_grid(*, focus_zone_id: str) -> list[FieldZoneState]:
    zone_states: list[FieldZoneState] = []
    for row in range(1, 4):
        for col in range(1, 4):
            zone_id = f"zone_r{row:02d}_c{col:02d}"
            zone_states.append(
                FieldZoneState(
                    zone_id=zone_id,
                    timestamp="2026-04-01",
                    static_features={
                        "scenario_priority_hint": 0.25 if zone_id != focus_zone_id else 0.4,
                        "recommended_action": "none",
                    },
                    weather_proxies={},
                    soil_source_status="usda_sda_exact_point",
                    state_confidence=0.75,
                    recent_findings=[],
                    row=row,
                    col=col,
                )
            )

    by_coord = {(zone.row, zone.col): zone.zone_id for zone in zone_states}
    enriched: list[FieldZoneState] = []
    for zone in zone_states:
        neighbors: list[str] = []
        for row_delta, col_delta in ((-1, 0), (0, 1), (1, 0), (0, -1)):
            neighbor_zone_id = by_coord.get((zone.row + row_delta, zone.col + col_delta))
            if neighbor_zone_id is not None:
                neighbors.append(neighbor_zone_id)
        enriched.append(zone.model_copy(update={"neighbor_zone_ids": neighbors}))
    return enriched