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"""
server/environment.py — Enhanced 911 Dispatch Triage Environment v2

WHAT IS HAPPENING HERE
----------------------
This is a genuine multi-step RL environment. Here is the full episode lifecycle:

  1. Episode starts → incidents arrive (with people counts, call descriptions)
  2. Agent observes the full board: who needs help, which units are free
  3. Agent dispatches ONE unit to ONE incident per step
  4. Time ticks every step:
       - Unresolved incidents accumulate steps_waiting (severity decays)
       - Fire incidents spread (severity increases every FIRE_SPREAD_INTERVAL steps)
       - En-route units count down their travel time → become available again
  5. When units return, agent dispatches them again
  6. Episode ends when all incidents resolved OR max_steps reached

REWARD MATHEMATICS (always in [0, 1])
--------------------------------------
For each dispatched incident:
    contribution = severity
                   × log(1 + people_count)       ← people multiplier
                   × e^(-DECAY_LAMBDA × wait)    ← time decay
                   × match_quality(type, unit)   ← unit type effectiveness

For each unresolved incident at episode end:
    penalty = severity × log(1 + people_count) × UNRESOLVED_PENALTY_FRACTION

For cascade violations (hard mode):
    penalty += CASCADE_PENALTY per violation

final_score = max(0, sum(contributions) - sum(penalties)) / max_possible
            ∈ [0, 1]  always

max_possible = sum(severity × log(1+people) for ALL incidents) dispatched instantly
               perfect match. Upper bound — agent approaches but rarely reaches 1.0.

WHY THIS IS REAL RL (not just sorting)
----------------------------------------
- Agent must learn that people_count matters more than raw severity
- Agent must learn optimal dispatch timing (units returning from medium priority
  calls might be better held for an incoming high priority call)
- Agent must learn cascade dependencies (gas_leak before cardiac)
- Agent must learn fire is a time bomb (severity grows each step)
- None of this is told to the agent — it discovers it from reward signals
"""

import uuid
import math
from typing import List, Optional
from copy import deepcopy

try:
    from openenv.core.env_server import Environment
except ModuleNotFoundError:
    import sys, os
    sys.path.insert(0, os.path.join(os.path.dirname(__file__), ".."))
    from openenv_stubs import Environment

try:
    from models import (
        DispatchAction, DispatchObservation, DispatchState,
        Incident, Unit,
        DECAY_LAMBDA, FIRE_SPREAD_INTERVAL,
        UNRESOLVED_PENALTY_FRACTION, CASCADE_PENALTY,
        get_match_quality, effective_priority,
    )
except ModuleNotFoundError:
    from ..models import (
        DispatchAction, DispatchObservation, DispatchState,
        Incident, Unit,
        DECAY_LAMBDA, FIRE_SPREAD_INTERVAL,
        UNRESOLVED_PENALTY_FRACTION, CASCADE_PENALTY,
        get_match_quality, effective_priority,
    )


# ─────────────────────────────────────────────────────────────────────────────
# Scenario definitions
# ─────────────────────────────────────────────────────────────────────────────
#
# Each incident has:
#   call_description — raw 911 call text (LLM reads this to infer severity)
#   people_count     — how many people at risk
#   fire_spreads     — whether severity grows over time
#
# The agent sees severity + people_count as numbers and learns the weighting.
# The LLM can additionally re-assess severity from call_description text.

SCENARIOS = {

    # ──────────────────────────────────────────────────────────────────
    # EASY — 3 incidents, 3 units, travel_time=1, max_steps=6
    #
    # Lesson: dispatch highest effective priority first.
    # cardiac + 1 person looks obvious, but agent must learn
    # that crash + 3 people > fire + 1 person despite equal raw severity.
    # ──────────────────────────────────────────────────────────────────
    "easy": {
        "max_steps": 6,
        "incidents": [
            Incident(
                id=0, type="cardiac_arrest", severity=9, location="Block 2A",
                people_count=1, fire_spreads=False,
                call_description=(
                    "Caller reports elderly man collapsed, not breathing. "
                    "CPR being attempted. Address: 12 Oak Street, Block 2A."
                ),
            ),
            Incident(
                id=1, type="car_crash", severity=5, location="Block 7C",
                people_count=3, fire_spreads=False,
                call_description=(
                    "Three-car collision at Block 7C. Three people injured, "
                    "one trapped in vehicle. No fire visible."
                ),
            ),
            Incident(
                id=2, type="fire", severity=3, location="Block 1B",
                people_count=1, fire_spreads=True,
                call_description=(
                    "Small kitchen fire at Block 1B apartment. One resident "
                    "evacuated. Fire contained to one room so far."
                ),
            ),
        ],
        "units": [
            Unit(id=0, type="ambulance",  travel_time=1),
            Unit(id=1, type="police",     travel_time=1),
            Unit(id=2, type="fire_truck", travel_time=1),
        ],
    },

    # ──────────────────────────────────────────────────────────────────
    # MEDIUM — 5 incidents, 3 units, travel_time=2, max_steps=12
    #
    # Lessons:
    # 1. Units return after 2 steps — agent must plan across waves
    # 2. car_crash with 8 people (effective priority 8.79) beats
    #    gas_leak with 0 people (effective priority 0.0) despite
    #    gas_leak having higher raw severity
    # 3. Fire spreads — delay costs grow non-linearly
    # ──────────────────────────────────────────────────────────────────
    "medium": {
        "max_steps": 12,
        "incidents": [
            Incident(
                id=0, type="cardiac_arrest", severity=9, location="Block 3A",
                people_count=2, fire_spreads=False,
                call_description=(
                    "Two people collapsed at Block 3A community centre, "
                    "possible carbon monoxide poisoning. Both unresponsive."
                ),
            ),
            Incident(
                id=1, type="fire", severity=7, location="Block 5D",
                people_count=6, fire_spreads=True,
                call_description=(
                    "Large building fire at Block 5D. Flames visible from "
                    "third floor. At least 6 residents unable to evacuate."
                ),
            ),
            Incident(
                id=2, type="car_crash", severity=5, location="Block 9B",
                people_count=8, fire_spreads=False,
                call_description=(
                    "Major crash on Block 9B expressway. Multiple vehicles. "
                    "Caller reports 8 people injured, one vehicle on its side."
                ),
            ),
            Incident(
                id=3, type="gas_leak", severity=6, location="Block 2C",
                people_count=0, fire_spreads=False,
                call_description=(
                    "Strong gas smell reported at Block 2C. Building evacuated. "
                    "No injuries yet but area needs to be secured."
                ),
            ),
            Incident(
                id=4, type="car_crash", severity=3, location="Block 11E",
                people_count=1, fire_spreads=False,
                call_description=(
                    "Minor fender-bender at Block 11E. One driver with "
                    "minor cuts. No serious injuries reported."
                ),
            ),
        ],
        "units": [
            Unit(id=0, type="ambulance",  travel_time=2),
            Unit(id=1, type="fire_truck", travel_time=2),
            Unit(id=2, type="police",     travel_time=2),
        ],
    },

    # ──────────────────────────────────────────────────────────────────
    # HARD — 7 incidents, 3 units, travel_time=2, max_steps=18
    #
    # Lessons:
    # 1. Cascade: cardiac (id=0) depends on gas_leak (id=1).
    #    Gas leak at Block 4B is adjacent. Dispatching cardiac first
    #    without clearing the gas leak triggers CASCADE_PENALTY.
    # 2. Fire at Block 9C has 12 people AND spreads.
    #    Every 2 steps ignored, severity +1. After 4 steps: sev=10.
    # 3. Three waves of dispatch needed — agent must plan 6 steps ahead.
    # 4. car_crash id=3 has 5 people. Despite sev=5, effective priority
    #    = 5 × log(6) = 8.96 — nearly as urgent as the cardiac.
    # ──────────────────────────────────────────────────────────────────
    "hard": {
        "max_steps": 18,
        "incidents": [
            Incident(
                id=0, type="cardiac_arrest", severity=7, location="Block 4A",
                people_count=1, fire_spreads=False, depends_on=[1],
                call_description=(
                    "Man having heart attack at Block 4A, next to the building "
                    "with the reported gas leak. Caller is panicking. "
                    "Address same block as the gas incident."
                ),
            ),
            Incident(
                id=1, type="gas_leak", severity=6, location="Block 4B",
                people_count=0, fire_spreads=False,
                call_description=(
                    "Major gas leak at Block 4B, adjacent to Block 4A. "
                    "Strong smell reported. Area not yet evacuated. "
                    "Risk of explosion if ignition source present."
                ),
            ),
            Incident(
                id=2, type="fire", severity=8, location="Block 9C",
                people_count=12, fire_spreads=True,
                call_description=(
                    "Warehouse fire at Block 9C, spreading rapidly. "
                    "Night shift workers trapped inside, approximately 12 people. "
                    "Flames visible from street."
                ),
            ),
            Incident(
                id=3, type="car_crash", severity=5, location="Block 2D",
                people_count=5, fire_spreads=False,
                call_description=(
                    "Head-on collision at Block 2D intersection. Five occupants, "
                    "multiple injuries. One child among the injured. "
                    "Vehicles blocking traffic."
                ),
            ),
            Incident(
                id=4, type="car_crash", severity=4, location="Block 6E",
                people_count=2, fire_spreads=False,
                call_description=(
                    "Vehicle hit a lamp post at Block 6E. Driver and passenger "
                    "injured. Airbags deployed. Both conscious."
                ),
            ),
            Incident(
                id=5, type="fire", severity=3, location="Block 1F",
                people_count=0, fire_spreads=True,
                call_description=(
                    "Bin fire at Block 1F alley. No people involved. "
                    "Risk of spreading to nearby building if not contained."
                ),
            ),
            Incident(
                id=6, type="cardiac_arrest", severity=2, location="Block 12G",
                people_count=1, fire_spreads=False,
                call_description=(
                    "Elderly woman feeling chest pains at Block 12G. "
                    "Conscious and breathing. Not a confirmed cardiac event yet."
                ),
            ),
        ],
        "units": [
            Unit(id=0, type="ambulance",  travel_time=2),
            Unit(id=1, type="fire_truck", travel_time=2),
            Unit(id=2, type="police",     travel_time=2),
        ],
    },
}


# ─────────────────────────────────────────────────────────────────────────────
# Helpers
# ─────────────────────────────────────────────────────────────────────────────

def _compute_max_possible(incidents: List[Incident]) -> float:
    """
    Realistic sequential optimum: sort incidents by EP descending, then
    assign the minimum achievable wait = dispatch_index (because each
    step() call ticks time once for every incident).

    Why this matters
    ----------------
    The old formula used wait=0 for ALL incidents — impossible with
    sequential dispatch.  With N incidents, the k-th dispatch always
    incurs at least k steps of waiting for the remaining incidents.

    The new formula makes score = 1.0 reachable when the agent:
      1. Dispatches highest-EP incident first (lowest cumulative decay)
      2. Matches units correctly (match_quality = 1.0)
      3. Never wastes steps

    This gives a meaningful target the agent can actually hit.
    """
    ep_sorted = sorted(
        incidents,
        key=lambda inc: inc.severity * math.log(1 + inc.people_count),
        reverse=True,
    )
    total = sum(
        inc.severity
        * math.log(1 + inc.people_count)
        * math.exp(-DECAY_LAMBDA * idx)   # minimum wait = dispatch order index
        * 1.0                              # assume perfect unit match
        for idx, inc in enumerate(ep_sorted)
    )
    return max(total, 1.0)  # guard against division by zero


def _compute_contribution(inc: Incident, unit_type: str) -> float:
    """
    Score contribution for dispatching unit_type to incident at its
    current steps_waiting.

    = severity × log(1+people) × e^(-λ×wait) × match_quality
    """
    ep    = inc.severity * math.log(1 + inc.people_count)
    decay = math.exp(-DECAY_LAMBDA * inc.steps_waiting)
    match = get_match_quality(inc.type, unit_type)
    return ep * decay * match


# ─────────────────────────────────────────────────────────────────────────────
# Environment
# ─────────────────────────────────────────────────────────────────────────────

class DispatchEnvironment(Environment):
    """
    Multi-step 911 dispatch triage environment.

    One step  = one dispatch action + one time tick.
    One episode = multiple steps until all resolved or max_steps reached.

    The agent interacts via:
        obs = env.reset(difficulty="easy"|"medium"|"hard")
        obs = env.step(DispatchAction(incident_id=X, unit_id=Y))
        state = env.state
    """

    SUPPORTS_CONCURRENT_SESSIONS = True

    def __init__(self):
        self._incidents:          List[Incident] = []
        self._units:              List[Unit]      = []
        self._step_count:         int   = 0
        self._max_steps:          int   = 10
        self._dispatch_count:     int   = 0
        self._raw_score:          float = 0.0
        self._penalties:          float = 0.0
        self._max_possible:       float = 1.0
        self._state               = DispatchState()

    # ──────────────────────────────────────────────────────────────────
    # reset
    # ──────────────────────────────────────────────────────────────────

    def reset(
        self,
        seed=None,
        episode_id=None,
        difficulty: str = "easy",
        **kwargs,
    ) -> DispatchObservation:
        if difficulty not in SCENARIOS:
            difficulty = "easy"

        scenario = SCENARIOS[difficulty]
        self._incidents = [i.model_copy(deep=True) for i in scenario["incidents"]]
        self._units     = [u.model_copy(deep=True) for u in scenario["units"]]
        self._max_steps = scenario["max_steps"]

        self._step_count     = 0
        self._dispatch_count = 0
        self._raw_score      = 0.0
        self._penalties      = 0.0
        self._max_possible   = _compute_max_possible(self._incidents)

        self._state = DispatchState(
            episode_id=episode_id or str(uuid.uuid4()),
            step_count=0,
            difficulty=difficulty,
            total_incidents=len(self._incidents),
            total_units=len(self._units),
            max_steps=self._max_steps,
            max_possible_score=self._max_possible,
        )

        return self._make_obs(
            done=False,
            message=(
                f"[{difficulty.upper()}] {len(self._incidents)} incidents, "
                f"{len(self._units)} units available, "
                f"{self._max_steps} steps budget. "
                f"Dispatch wisely — people count and time decay matter."
            ),
        )

    # ──────────────────────────────────────────────────────────────────
    # step
    # ──────────────────────────────────────────────────────────────────

    def step(
        self,
        action: DispatchAction,
        timeout_s=None,
        **kwargs,
    ) -> DispatchObservation:

        self._step_count += 1
        self._state.step_count = self._step_count
        notes = []

        # ── Validate ─────────────────────────────────────────────────
        incident = self._find_incident(action.incident_id)
        unit     = self._find_unit(action.unit_id)

        if incident is None:
            self._tick_time()
            return self._make_obs(
                done=self._is_done(),
                message=f"Invalid incident id {action.incident_id}. Time still ticked.",
            )
        if unit is None:
            self._tick_time()
            return self._make_obs(
                done=self._is_done(),
                message=f"Invalid unit id {action.unit_id}. Time still ticked.",
            )
        if not unit.available:
            self._tick_time()
            return self._make_obs(
                done=self._is_done(),
                message=(
                    f"Unit {action.unit_id} ({unit.type}) is en route — "
                    f"returns in {unit.steps_until_free} step(s). Time ticked."
                ),
            )
        if incident.resolved:
            self._tick_time()
            return self._make_obs(
                done=self._is_done(),
                message=f"Incident {action.incident_id} already resolved. Time ticked.",
            )

        # ── Check cascade ─────────────────────────────────────────────
        cascade_triggered = False
        if incident.depends_on:
            unresolved_deps = [
                d for d in incident.depends_on
                if not self._find_incident(d).resolved
            ]
            if unresolved_deps:
                cascade_triggered = True
                self._penalties += CASCADE_PENALTY
                notes.append(
                    f"CASCADE PENALTY -{CASCADE_PENALTY}: "
                    f"dependency incident(s) {unresolved_deps} unresolved!"
                )

        # ── Dispatch ──────────────────────────────────────────────────
        self._dispatch_count += 1
        contribution = _compute_contribution(incident, unit.type)
        self._raw_score += contribution

        unit.available        = False
        unit.steps_until_free = unit.travel_time
        incident.resolved     = True
        incident.assigned_unit_id = unit.id

        # Build dispatch note
        ep    = incident.severity * math.log(1 + incident.people_count)
        decay = math.exp(-DECAY_LAMBDA * incident.steps_waiting)
        match = get_match_quality(incident.type, unit.type)
        notes.append(
            f"Dispatched {unit.type} -> {incident.type} at {incident.location} "
            f"[sev={incident.severity} people={incident.people_count} "
            f"wait={incident.steps_waiting}s] "
            f"contribution={contribution:.3f} "
            f"(ep={ep:.2f} x decay={decay:.2f} x match={match:.1f})"
        )
        if match < 0.5:
            notes.append(f"WRONG UNIT TYPE — match quality only {match:.1f}")

        # ── Tick time ─────────────────────────────────────────────────
        spread_notes = self._tick_time()
        notes.extend(spread_notes)

        # ── Done? ─────────────────────────────────────────────────────
        done = self._is_done()
        score = self._current_score()

        if done:
            # Apply unresolved penalties
            unresolved = [i for i in self._incidents if not i.resolved]
            for inc in unresolved:
                pen = (
                    inc.severity
                    * math.log(1 + inc.people_count)
                    * UNRESOLVED_PENALTY_FRACTION
                )
                self._penalties += pen
                notes.append(
                    f"UNRESOLVED PENALTY -{pen:.3f}: "
                    f"{inc.type} at {inc.location} "
                    f"[sev={inc.severity} people={inc.people_count}]"
                )
            score = self._current_score()
            notes.append(f"EPISODE DONE. Final score: {score:.4f}")

        return DispatchObservation(
            done=done,
            reward=score if done else None,
            incidents=deepcopy(self._incidents),
            units=deepcopy(self._units),
            step_count=self._step_count,
            max_steps=self._max_steps,
            dispatch_count=self._dispatch_count,
            score_so_far=score,
            message=" | ".join(notes),
        )

    # ──────────────────────────────────────────────────────────────────
    # state
    # ──────────────────────────────────────────────────────────────────

    @property
    def state(self) -> DispatchState:
        return self._state

    # ──────────────────────────────────────────────────────────────────
    # Private helpers
    # ──────────────────────────────────────────────────────────────────

    def _tick_time(self) -> List[str]:
        """
        Advance the world by one time step.
        - Units en route: decrement countdown, return to base when 0
        - Unresolved incidents: accumulate waiting time
        - Fire incidents: spread (severity +1) every FIRE_SPREAD_INTERVAL steps
        Returns list of notable event strings.
        """
        notes = []

        # Units returning to base
        for u in self._units:
            if not u.available and u.steps_until_free > 0:
                u.steps_until_free -= 1
                if u.steps_until_free == 0:
                    u.available = True
                    notes.append(f"{u.type} (id={u.id}) returned to base — available.")

        # Incidents waiting
        for inc in self._incidents:
            if not inc.resolved:
                inc.steps_waiting += 1
                # Fire spreads
                if (
                    inc.fire_spreads
                    and inc.steps_waiting > 0
                    and inc.steps_waiting % FIRE_SPREAD_INTERVAL == 0
                    and inc.severity < 10
                ):
                    inc.severity += 1
                    notes.append(
                        f"FIRE SPREAD at {inc.location}: "
                        f"severity now {inc.severity}!"
                    )

        return notes

    def _is_done(self) -> bool:
        all_resolved     = all(i.resolved for i in self._incidents)
        max_steps_hit    = self._step_count >= self._max_steps
        # No units available AND none returning AND unresolved incidents exist
        no_help_possible = (
            any(not i.resolved for i in self._incidents)
            and not any(u.available for u in self._units)
            and not any(u.steps_until_free > 0 for u in self._units)
        )
        return all_resolved or max_steps_hit or no_help_possible

    def _current_score(self) -> float:
        net = max(0.0, self._raw_score - self._penalties)
        return min(1.0, net / self._max_possible)

    def _make_obs(self, *, done: bool, message: str) -> DispatchObservation:
        return DispatchObservation(
            done=done,
            reward=self._current_score() if done else None,
            incidents=deepcopy(self._incidents),
            units=deepcopy(self._units),
            step_count=self._step_count,
            max_steps=self._max_steps,
            dispatch_count=self._dispatch_count,
            score_so_far=self._current_score(),
            message=message,
        )

    def _find_incident(self, iid: int) -> Optional[Incident]:
        return next((i for i in self._incidents if i.id == iid), None)

    def _find_unit(self, uid: int) -> Optional[Unit]:
        return next((u for u in self._units if u.id == uid), None)