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import numpy as np
import gymnasium as gym
from gymnasium import spaces
import pybullet as p
from PyFlyt.core import Aviary
from PyFlyt.core.drones import QuadX

class Drone3DEnv(gym.Env):
    metadata = {"render_modes": ["human"]}

    def __init__(self, render_mode=None):
        super().__init__()
        self.render_mode = render_mode
        
        # Constants
        self.BOUNDS = np.array([[-5, -5, 0], [5, 5, 10]]) # x_min, y_min, z_min, x_max, y_max, z_max
        self.TARGET_BOUNDS = np.array([[-4, -4, 1], [4, 4, 9]])
        self.MAX_STEPS = 1000
        self.WIND_SCALE = 1.0
        
        # Initialize PyFlyt Aviary
        self.start_pos = np.array([[0.0, 0.0, 1.0]])
        self.start_orn = np.array([[0.0, 0.0, 0.0]])
        
        self.aviary = Aviary(
            start_pos=self.start_pos,
            start_orn=self.start_orn,
            drone_type="quadx",
            drone_options=[{
                "model_dir": "/home/ylop/Documents/drone go brr/Drone-go-brrrrr/Drone-go-brrrrr/my_models",
                "drone_model": "cf2x_big"
            }],
            render=self.render_mode is not None
        )
        
        # Action Space: 4 motors (0..1)
        self.action_space = spaces.Box(low=-1.0, high=1.0, shape=(4,), dtype=np.float32)
        
        # Observation Space: 12 dim
        self.observation_space = spaces.Box(low=-np.inf, high=np.inf, shape=(12,), dtype=np.float32)
        
        self.wind_vector = np.zeros(3)
        self.target_pos = np.zeros(3)
        self.step_count = 0
        
        # Visual IDs
        self.wind_arrow_ids = []
        self.target_visual_id = None
        self.bound_box_ids = []
        self.path_points = []
        self.text_ids = []

    def reset(self, seed=None, options=None):
        super().reset(seed=seed)
        self.aviary.reset()
        self.step_count = 0
        self.path_points = []
        
        # Clear text
        for uid in self.text_ids:
            p.removeUserDebugItem(uid)
        self.text_ids = []
        
        # Disable PyBullet GUI sidebars but enable mouse
        if self.render_mode == "human":
            p.configureDebugVisualizer(p.COV_ENABLE_GUI, 0)
            p.configureDebugVisualizer(p.COV_ENABLE_MOUSE_PICKING, 1)
            # Zoom out camera
            p.resetDebugVisualizerCamera(
                cameraDistance=12.0,
                cameraYaw=45,
                cameraPitch=-30,
                cameraTargetPosition=[0, 0, 5]
            )
        
        # Random Target
        self.target_pos = np.random.uniform(self.TARGET_BOUNDS[0], self.TARGET_BOUNDS[1])
        
        # Reset Wind (Random Walk start)
        self.wind_vector = np.random.uniform(-1, 1, 3) * self.WIND_SCALE
        self.wind_vector[2] = 0 
        
        # Visuals
        if self.render_mode == "human":
            self._draw_bounds()
            self._draw_target()
            self._init_wind_field()
            
        return self._get_obs(), {}

    def step(self, action):
        self.step_count += 1
        
        # 1. Update Wind (Chaotic)
        self.wind_vector += np.random.normal(0, 0.1, 3)
        self.wind_vector = np.clip(self.wind_vector, -5, 5)
        
        # 2. Update Target (Moving)
        # Random walk for target
        target_move = np.random.normal(0, 0.05, 3)
        self.target_pos += target_move
        self.target_pos = np.clip(self.target_pos, self.TARGET_BOUNDS[0], self.TARGET_BOUNDS[1])
        
        # 3. Apply Wind Force
        drone = self.aviary.drones[0]
        p.applyExternalForce(
            drone.Id,
            -1, # Base link
            forceObj=self.wind_vector,
            posObj=[0, 0, 0],
            flags=p.LINK_FRAME
        )
        
        # 4. Step Physics
        motor_command = (action + 1.0) / 2.0
        self.aviary.set_all_setpoints(motor_command.reshape(1, -1))
        self.aviary.step()
        
        # 5. Get State
        state = self.aviary.state(0)
        pos = state[-1]
        orn = state[-3]
        lin_vel = state[-2]
        ang_vel = state[-4]
        
        # 6. Compute Reward
        reward = self._compute_reward(pos, orn, lin_vel, ang_vel)
        
        # 7. Check Termination
        terminated = False
        # Out of bounds
        if (pos < self.BOUNDS[0]).any() or (pos > self.BOUNDS[1]).any():
            terminated = True
            reward -= 100.0 # Massive penalty for leaving
            
        # Crash (ground)
        if pos[2] < 0.1:
            terminated = True
            reward -= 100.0
            
        # Target Reached
        dist = np.linalg.norm(pos - self.target_pos)
        if dist < 0.5:
            terminated = True
            reward += 100.0
            
        truncated = self.step_count >= self.MAX_STEPS
        
        # 8. Update Visuals
        if self.render_mode == "human":
            self._update_wind_field()
            self._draw_target() # Update target position
            
            # Flight Path
            self.path_points.append(pos)
            if len(self.path_points) > 1:
                p.addUserDebugLine(self.path_points[-2], self.path_points[-1], [0, 1, 0], 2, 0)
                
            # Info Overlay
            # Clear old text
            for uid in self.text_ids:
                p.removeUserDebugItem(uid)
            self.text_ids = []
            
            wind_speed = np.linalg.norm(self.wind_vector)
            info_text = f"Wind: {wind_speed:.2f} m/s\nDrone: {pos.round(2)}\nTarget: {self.target_pos.round(2)}"
            # Draw text near the drone or fixed on screen (PyBullet text is 3D mostly, use text3d)
            # Or use addUserDebugText with textPosition
            uid = p.addUserDebugText(info_text, [pos[0], pos[1], pos[2] + 0.5], [0, 0, 0], textSize=1.5)
            self.text_ids.append(uid)
            
        return self._get_obs(), reward, terminated, truncated, {}

    def _get_obs(self):
        state = self.aviary.state(0)
        pos = state[-1]
        orn = state[-3]
        lin_vel = state[-2]
        ang_vel = state[-4]
        
        # Relative position to target
        rel_pos = self.target_pos - pos
        
        # [rel_x, rel_y, rel_z, roll, pitch, yaw, u, v, w, p, q, r]
        obs = np.concatenate([rel_pos, orn, lin_vel, ang_vel])
        return obs.astype(np.float32)

    def _compute_reward(self, pos, orn, lin_vel, ang_vel):
        # 1. Stability (Smoothness)
        # Penalize high angular velocity (spinning/shaking)
        r_smooth = -0.1 * np.linalg.norm(ang_vel)
        
        # Penalize extreme angles (flipping)
        deviation = np.linalg.norm(orn[0:2])
        r_stability = -deviation
        
        # 2. Target
        dist = np.linalg.norm(pos - self.target_pos)
        r_target = -dist * 0.5 # Stronger distance penalty
        
        # 3. Boundary Safety (Proximity Penalty)
        # Calculate distance to nearest wall
        d_min = np.min([
            pos[0] - self.BOUNDS[0][0],
            self.BOUNDS[1][0] - pos[0],
            pos[1] - self.BOUNDS[0][1],
            self.BOUNDS[1][1] - pos[1],
            pos[2] - self.BOUNDS[0][2],
            self.BOUNDS[1][2] - pos[2]
        ])
        
        # Exponential penalty as it gets closer than 1.0m
        r_boundary = 0.0
        if d_min < 1.0:
            r_boundary = -np.exp(1.0 - d_min) # -1 at 1m, -e at 0m
            
        return r_stability + r_smooth + r_target + r_boundary

    def _init_wind_field(self):
        # Clear old arrows
        for uid, _ in self.wind_arrow_ids:
            p.removeUserDebugItem(uid)
        self.wind_arrow_ids = []
        
        # Create grid of arrows
        # Sparse grid: 3x3x3
        xs = np.linspace(self.BOUNDS[0][0], self.BOUNDS[1][0], 4)
        ys = np.linspace(self.BOUNDS[0][1], self.BOUNDS[1][1], 4)
        zs = np.linspace(self.BOUNDS[0][2] + 1, self.BOUNDS[1][2] - 1, 3)
        
        for x in xs:
            for y in ys:
                for z in zs:
                    start_pos = [x, y, z]
                    # Initial draw (will be updated)
                    # Use a placeholder end_pos
                    end_pos = [x+0.1, y, z] 
                    uid = p.addUserDebugLine(start_pos, end_pos, [1, 1, 0], 2)
                    self.wind_arrow_ids.append((uid, start_pos))

    def _update_wind_field(self):
        # Update all arrows to point in wind direction
        # Scale wind for visual length
        scale = 0.5
        wind_end_offset = self.wind_vector * scale
        
        for uid, start_pos in self.wind_arrow_ids:
            end_pos = [
                start_pos[0] + wind_end_offset[0],
                start_pos[1] + wind_end_offset[1],
                start_pos[2] + wind_end_offset[2]
            ]
            # Color based on intensity?
            intensity = np.linalg.norm(self.wind_vector)
            # Map 0-5 to Color (Green to Red)
            t = np.clip(intensity / 5.0, 0, 1)
            color = [t, 1.0 - t, 0]
            
            p.addUserDebugLine(
                start_pos, 
                end_pos, 
                lineColorRGB=color, 
                lineWidth=2, 
                replaceItemUniqueId=uid
            )

    def _draw_bounds(self):
        min_x, min_y, min_z = self.BOUNDS[0]
        max_x, max_y, max_z = self.BOUNDS[1]
        
        corners = [
            [min_x, min_y, min_z], [max_x, min_y, min_z],
            [min_x, max_y, min_z], [max_x, max_y, min_z],
            [min_x, min_y, max_z], [max_x, min_y, max_z],
            [min_x, max_y, max_z], [max_x, max_y, max_z]
        ]
        
        lines = [
            (0, 1), (1, 3), (3, 2), (2, 0), # Bottom
            (4, 5), (5, 7), (7, 6), (6, 4), # Top
            (0, 4), (1, 5), (2, 6), (3, 7)  # Vertical
        ]
        
        for start, end in lines:
            p.addUserDebugLine(corners[start], corners[end], [1, 0, 0], 4)

    def _draw_target(self):
        if self.target_visual_id is not None:
             p.removeBody(self.target_visual_id)
        
        visual_shape = p.createVisualShape(shapeType=p.GEOM_SPHERE, radius=0.3, rgbaColor=[1, 0, 1, 0.7])
        self.target_visual_id = p.createMultiBody(baseVisualShapeIndex=visual_shape, basePosition=self.target_pos)

    def close(self):
        self.aviary.disconnect()