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# SPDX-License-Identifier: MIT
"""
TeeUnit Environment Implementation.
A MCP environment that wraps the Teeworlds game for LLM-based RL training.
All interactions happen through MCP tools that translate to game actions.
Supports two modes:
- Simulation mode (default): Uses built-in physics simulation
- Real server mode: Connects to actual Teeworlds 0.7.5 server
MCP Tools:
- `move(direction)`: Move the tee left, right, or none
- `jump()`: Make the tee jump
- `aim(x, y)`: Aim at target coordinates
- `shoot(weapon)`: Fire the specified weapon
- `hook()`: Use the grappling hook
- `get_status()`: Get current game state as text
Example:
>>> from openenv.core.env_server.mcp_types import ListToolsAction, CallToolAction
>>> env = TeeEnvironment()
>>> env.reset()
>>>
>>> # List available tools
>>> obs = env.step(ListToolsAction())
>>> print([t.name for t in obs.tools]) # ["move", "jump", "aim", "shoot", "hook", "get_status"]
>>>
>>> # Get game state
>>> obs = env.step(CallToolAction(tool_name="get_status", arguments={}))
>>> print(obs.result)
# With real Teeworlds server:
>>> env = TeeEnvironment(use_real_server=True, server_host="127.0.0.1", server_port=8303)
>>> env.reset() # Connects to server
"""
from typing import Any, Optional, Dict, List
from uuid import uuid4
import random
import math
import logging
logger = logging.getLogger(__name__)
# Try to import real server components
try:
import sys
import os
# Add parent path for teeunit package
_parent = os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
if _parent not in sys.path:
sys.path.insert(0, _parent)
from teeunit.server.bot_manager import BotManager, GameState as RealGameState
from teeunit.protocol.objects import PlayerInput, Character
REAL_SERVER_AVAILABLE = True
except ImportError as e:
logger.warning(f"Real server support not available: {e}")
REAL_SERVER_AVAILABLE = False
BotManager = None
PlayerInput = None
Character = None
RealGameState = None
# Support both in-repo and standalone imports
try:
from openenv.core.env_server.mcp_environment import MCPEnvironment
from openenv.core.env_server.types import Action, Observation, State
except ImportError:
# Fallback for development/testing
from dataclasses import dataclass
@dataclass
class State:
episode_id: str = ""
step_count: int = 0
@dataclass
class Observation:
done: bool = False
reward: float = 0.0
metadata: dict = None
def __post_init__(self):
if self.metadata is None:
self.metadata = {}
class Action:
pass
class MCPEnvironment:
def __init__(self, mcp):
self._mcp = mcp
def step(self, action, **kwargs):
return Observation()
from fastmcp import FastMCP
# Weapon definitions
WEAPONS = {
0: {"name": "hammer", "ammo": -1, "damage": 3},
1: {"name": "pistol", "ammo": 10, "damage": 1},
2: {"name": "shotgun", "ammo": 10, "damage": 3},
3: {"name": "grenade", "ammo": 10, "damage": 6},
4: {"name": "laser", "ammo": 10, "damage": 5},
5: {"name": "ninja", "ammo": -1, "damage": 9},
}
class GameAgent:
"""Represents a player/bot in the game."""
def __init__(self, agent_id: int):
self.agent_id = agent_id
self.x = 400.0 + random.uniform(-200, 200)
self.y = 300.0 + random.uniform(-100, 100)
self.vel_x = 0.0
self.vel_y = 0.0
self.health = 10
self.armor = 0
self.weapon = 1 # pistol
self.ammo = {w: WEAPONS[w]["ammo"] for w in WEAPONS}
self.direction = 1 # 1 = right, -1 = left
self.is_alive = True
self.score = 0
self.aim_x = self.x + 100
self.aim_y = self.y
self.is_hooking = False
self.is_grounded = True
def respawn(self):
"""Respawn at random location."""
self.x = 400.0 + random.uniform(-200, 200)
self.y = 300.0 + random.uniform(-100, 100)
self.vel_x = 0.0
self.vel_y = 0.0
self.health = 10
self.armor = 0
self.weapon = 1
self.ammo = {w: WEAPONS[w]["ammo"] for w in WEAPONS}
self.is_alive = True
self.is_hooking = False
class TeeEnvironment(MCPEnvironment):
"""
OpenEnv-compatible Teeworlds environment with MCP tool interface.
This environment provides a text-based interface for LLM agents to play
Teeworlds. The LLM receives game state as natural language descriptions
and issues commands through MCP tools.
For hackathon demo, this uses a simplified game simulation. For production,
it can be connected to the real Teeworlds server via bot_manager.
Example:
>>> with TeeEnv(base_url="http://localhost:8000") as env:
... env.reset()
... status = env.call_tool("get_status")
... env.call_tool("move", direction="right")
... env.call_tool("shoot", weapon=2)
"""
def __init__(
self,
num_agents: int = 4,
max_steps: int = 1000,
use_real_server: bool = False,
server_host: str = "127.0.0.1",
server_port: int = 8303,
):
"""
Initialize the TeeUnit environment.
Args:
num_agents: Number of agents in the arena
max_steps: Maximum steps per episode
use_real_server: If True, connect to real Teeworlds server
server_host: Teeworlds server host
server_port: Teeworlds server port
"""
# Validate real server mode
if use_real_server and not REAL_SERVER_AVAILABLE:
raise RuntimeError(
"Real server mode requested but teeunit package not available. "
"Make sure teeunit is installed or in PYTHONPATH."
)
# Create MCP server and define tools inline
mcp = FastMCP("teeunit_env")
# Store config
self._num_agents = num_agents
self._max_steps = max_steps
self._use_real_server = use_real_server
self._server_host = server_host
self._server_port = server_port
# Game state (simulation mode)
self._agents: Dict[int, GameAgent] = {}
self._tick = 0
self._kill_events: List[dict] = []
self._current_agent_id = 0 # LLM controls agent 0
# Episode state
self._state = State(episode_id=str(uuid4()), step_count=0)
# Real server connection
self._bot_manager: Optional[BotManager] = None
self._pending_input: Optional[PlayerInput] = None if not REAL_SERVER_AVAILABLE else PlayerInput()
self._fire_counter = 0 # Track fire presses for real server
# Store tool functions for direct synchronous access
self._tool_fns = {}
# Define MCP tools
@mcp.tool
def move(direction: str) -> str:
"""
Move the tee horizontally.
Args:
direction: "left", "right", or "none"
Returns:
Result message describing the action taken
"""
if self._use_real_server:
# Real server mode: update pending input
if direction == "left":
self._pending_input.direction = -1
return "Moving left."
elif direction == "right":
self._pending_input.direction = 1
return "Moving right."
else:
self._pending_input.direction = 0
return "Stopped."
else:
# Simulation mode
agent = self._agents.get(self._current_agent_id)
if not agent or not agent.is_alive:
return "Cannot move: agent is dead"
if direction == "left":
agent.direction = -1
agent.vel_x = max(agent.vel_x - 5, -15)
return f"Moving left. Velocity: ({agent.vel_x:.1f}, {agent.vel_y:.1f})"
elif direction == "right":
agent.direction = 1
agent.vel_x = min(agent.vel_x + 5, 15)
return f"Moving right. Velocity: ({agent.vel_x:.1f}, {agent.vel_y:.1f})"
else:
agent.vel_x *= 0.8 # friction
return f"Stopped. Velocity: ({agent.vel_x:.1f}, {agent.vel_y:.1f})"
@mcp.tool
def jump() -> str:
"""
Make the tee jump. Can double-jump in the air.
Returns:
Result message describing the jump
"""
if self._use_real_server:
# Real server mode: set jump flag
self._pending_input.jump = True
return "Jumping!"
else:
# Simulation mode
agent = self._agents.get(self._current_agent_id)
if not agent or not agent.is_alive:
return "Cannot jump: agent is dead"
if agent.is_grounded:
agent.vel_y = -12
agent.is_grounded = False
return f"Jumped! Velocity: ({agent.vel_x:.1f}, {agent.vel_y:.1f})"
else:
# Air jump (weaker)
agent.vel_y = -8
return f"Air jumped! Velocity: ({agent.vel_x:.1f}, {agent.vel_y:.1f})"
@mcp.tool
def aim(x: int, y: int) -> str:
"""
Aim at target coordinates.
Args:
x: Target X coordinate
y: Target Y coordinate
Returns:
Result message confirming aim direction
"""
if self._use_real_server:
# Real server mode: set target position (relative to player)
# In Teeworlds, target is relative to player position
self._pending_input.target_x = x
self._pending_input.target_y = y
angle = math.atan2(y, x) * 180 / math.pi
return f"Aiming at ({x}, {y}). Angle: {angle:.1f} deg"
else:
# Simulation mode
agent = self._agents.get(self._current_agent_id)
if not agent or not agent.is_alive:
return "Cannot aim: agent is dead"
agent.aim_x = x
agent.aim_y = y
# Calculate angle for display
dx = x - agent.x
dy = y - agent.y
angle = math.atan2(dy, dx) * 180 / math.pi
distance = math.sqrt(dx*dx + dy*dy)
return f"Aiming at ({x}, {y}). Angle: {angle:.1f} deg, Distance: {distance:.1f} units"
@mcp.tool
def shoot(weapon: int = -1) -> str:
"""
Fire the current or specified weapon.
Args:
weapon: Weapon ID (0=hammer, 1=pistol, 2=shotgun, 3=grenade, 4=laser, 5=ninja).
Use -1 for current weapon.
Returns:
Result message describing the shot and any hits
"""
if self._use_real_server:
# Real server mode: increment fire counter and set weapon
self._fire_counter += 1
self._pending_input.fire = self._fire_counter
# Set wanted weapon (Teeworlds uses 1-indexed: 1=hammer, 2=gun, etc.)
if weapon >= 0 and weapon <= 5:
self._pending_input.wanted_weapon = weapon + 1 # Convert to 1-indexed
wpn_name = WEAPONS[weapon]["name"]
else:
wpn_name = "current weapon"
return f"Fired {wpn_name}! (fire counter: {self._fire_counter})"
else:
# Simulation mode
agent = self._agents.get(self._current_agent_id)
if not agent or not agent.is_alive:
return "Cannot shoot: agent is dead"
# Switch weapon if specified
if weapon >= 0 and weapon <= 5:
agent.weapon = weapon
wpn = WEAPONS[agent.weapon]
wpn_name = wpn["name"]
# Check ammo
if wpn["ammo"] > 0 and agent.ammo[agent.weapon] <= 0:
return f"Out of ammo for {wpn_name}!"
# Use ammo
if wpn["ammo"] > 0:
agent.ammo[agent.weapon] -= 1
# Check for hits on other agents
hits = []
for other_id, other in self._agents.items():
if other_id == self._current_agent_id or not other.is_alive:
continue
# Simple hit detection based on aim
dx = other.x - agent.x
dy = other.y - agent.y
distance = math.sqrt(dx*dx + dy*dy)
aim_dx = agent.aim_x - agent.x
aim_dy = agent.aim_y - agent.y
aim_dist = math.sqrt(aim_dx*aim_dx + aim_dy*aim_dy)
if aim_dist > 0:
# Check if enemy is roughly in line of fire
dot = (dx * aim_dx + dy * aim_dy) / (aim_dist * max(distance, 1))
# Hit probability based on weapon and distance
hit_range = 400 if agent.weapon != 0 else 50 # hammer short range
if distance < hit_range and dot > 0.8:
# Hit!
damage = wpn["damage"]
other.health -= damage
other.armor = max(0, other.armor - damage // 2)
if other.health <= 0:
other.is_alive = False
agent.score += 1
self._kill_events.append({
"killer_id": self._current_agent_id,
"victim_id": other_id,
"weapon": agent.weapon,
"tick": self._tick,
})
hits.append(f"KILLED Player {other_id} with {wpn_name}!")
else:
hits.append(f"Hit Player {other_id} for {damage} damage ({other.health}HP remaining)")
ammo_str = f"({agent.ammo[agent.weapon]} ammo)" if wpn["ammo"] > 0 else ""
if hits:
return f"Fired {wpn_name} {ammo_str}. " + " ".join(hits)
else:
return f"Fired {wpn_name} {ammo_str}. No hits."
@mcp.tool
def hook() -> str:
"""
Use the grappling hook in the aim direction.
The hook can grab walls or enemies to pull yourself toward them.
Returns:
Result message describing hook action
"""
if self._use_real_server:
# Real server mode: toggle hook flag
self._pending_input.hook = not self._pending_input.hook
if self._pending_input.hook:
return "Hook deployed!"
else:
return "Hook released."
else:
# Simulation mode
agent = self._agents.get(self._current_agent_id)
if not agent or not agent.is_alive:
return "Cannot hook: agent is dead"
agent.is_hooking = not agent.is_hooking
if agent.is_hooking:
# Pull toward aim point
dx = agent.aim_x - agent.x
dy = agent.aim_y - agent.y
dist = math.sqrt(dx*dx + dy*dy)
if dist > 0:
agent.vel_x += (dx / dist) * 3
agent.vel_y += (dy / dist) * 3
return f"Hook deployed! Pulling toward ({agent.aim_x}, {agent.aim_y})"
else:
return "Hook released."
@mcp.tool
def get_status() -> str:
"""
Get the current game state as a text description.
Returns:
Detailed text description of current game state including:
- Your position, health, weapon, ammo
- Visible enemies with positions and health
- Recent events (kills, deaths)
"""
if self._use_real_server:
# Real server mode: read from BotManager.game_state
if not self._bot_manager or not self._bot_manager.all_connected:
return "Not connected to server."
gs = self._bot_manager.game_state
my_char = gs.get_character(self._current_agent_id)
my_info = gs.get_player_info(self._current_agent_id)
lines = []
lines.append(f"=== Teeworlds Game State (Tick {gs.tick}) ===")
lines.append("")
if my_char is None:
lines.append("STATUS: DEAD - Waiting for respawn...")
lines.append("")
else:
# Position is in fixed-point (divide by 32 for world units)
x = my_char.x / 32.0
y = my_char.y / 32.0
vel_x = my_char.vel_x / 256.0
vel_y = my_char.vel_y / 256.0
lines.append(f"Position: ({x:.0f}, {y:.0f}) | Velocity: ({vel_x:.1f}, {vel_y:.1f})")
lines.append(f"Health: {my_char.health}/10 | Armor: {my_char.armor}/10")
# Weapon (0=hammer, 1=gun, etc.)
wpn_id = my_char.weapon
wpn_name = WEAPONS.get(wpn_id, {}).get("name", f"weapon_{wpn_id}")
lines.append(f"Weapon: {wpn_name} ({my_char.ammo_count} ammo)")
if my_info:
lines.append(f"Score: {my_info.score} kills")
lines.append("")
# Other players
enemies = []
for client_id, char in gs.characters.items():
if client_id == self._current_agent_id:
continue
other_info = gs.get_player_info(client_id)
x = char.x / 32.0
y = char.y / 32.0
if my_char:
dx = x - (my_char.x / 32.0)
dy = y - (my_char.y / 32.0)
dist = math.sqrt(dx*dx + dy*dy)
else:
dist = 0
wpn_name = WEAPONS.get(char.weapon, {}).get("name", "unknown")
score = other_info.score if other_info else 0
enemies.append(
f" - Player {client_id}: pos({x:.0f}, {y:.0f}), "
f"{char.health}HP, {wpn_name}, {dist:.0f} units away, {score} kills"
)
if enemies:
lines.append("OTHER PLAYERS:")
lines.extend(enemies)
else:
lines.append("OTHER PLAYERS: None")
lines.append("")
# Recent kills
recent = gs.kill_events[-5:] if gs.kill_events else []
if recent:
lines.append("RECENT EVENTS:")
for event in recent:
killer = event.killer_id
victim = event.victim_id
wpn_name = WEAPONS.get(event.weapon, {}).get("name", "unknown")
if killer == self._current_agent_id:
lines.append(f" - You killed Player {victim} with {wpn_name}")
elif victim == self._current_agent_id:
lines.append(f" - Player {killer} killed you with {wpn_name}")
else:
lines.append(f" - Player {killer} killed Player {victim} with {wpn_name}")
lines.append("")
lines.append("AVAILABLE ACTIONS: move, jump, aim, shoot, hook, get_status")
return "\n".join(lines)
else:
# Simulation mode
agent = self._agents.get(self._current_agent_id)
lines = []
lines.append(f"=== Teeworlds Game State (Tick {self._tick}) ===")
lines.append("")
if not agent or not agent.is_alive:
lines.append("STATUS: DEAD - Waiting for respawn...")
lines.append("")
else:
lines.append(f"Position: ({agent.x:.0f}, {agent.y:.0f}) | Velocity: ({agent.vel_x:.1f}, {agent.vel_y:.1f})")
lines.append(f"Health: {agent.health}/10 | Armor: {agent.armor}/10")
wpn = WEAPONS[agent.weapon]
ammo_str = str(agent.ammo[agent.weapon]) if wpn["ammo"] > 0 else "infinite"
lines.append(f"Weapon: {wpn['name']} ({ammo_str} ammo)")
lines.append(f"Score: {agent.score} kills")
lines.append(f"Aim: ({agent.aim_x:.0f}, {agent.aim_y:.0f})")
lines.append("")
# Other players
enemies = []
for other_id, other in self._agents.items():
if other_id == self._current_agent_id:
continue
if other.is_alive:
dx = other.x - agent.x if agent else other.x
dy = other.y - agent.y if agent else other.y
dist = math.sqrt(dx*dx + dy*dy)
wpn_name = WEAPONS[other.weapon]["name"]
enemies.append(
f" - Player {other_id}: pos({other.x:.0f}, {other.y:.0f}), "
f"{other.health}HP, {wpn_name}, {dist:.0f} units away"
)
else:
enemies.append(f" - Player {other_id}: DEAD")
if enemies:
lines.append("OTHER PLAYERS:")
lines.extend(enemies)
else:
lines.append("OTHER PLAYERS: None")
lines.append("")
# Recent kills
recent = self._kill_events[-5:] if self._kill_events else []
if recent:
lines.append("RECENT EVENTS:")
for event in recent:
killer = event["killer_id"]
victim = event["victim_id"]
wpn_name = WEAPONS[event["weapon"]]["name"]
if killer == self._current_agent_id:
lines.append(f" - You killed Player {victim} with {wpn_name}")
elif victim == self._current_agent_id:
lines.append(f" - Player {killer} killed you with {wpn_name}")
else:
lines.append(f" - Player {killer} killed Player {victim} with {wpn_name}")
lines.append("")
lines.append("AVAILABLE ACTIONS: move, jump, aim, shoot, hook, get_status")
return "\n".join(lines)
# Store tool functions for direct synchronous access (for Colab/notebooks)
self._tool_fns = {
"move": move,
"jump": jump,
"aim": aim,
"shoot": shoot,
"hook": hook,
"get_status": get_status,
}
# Store MCP reference and pass to base class
self._mcp = mcp
super().__init__(mcp)
def reset(
self,
seed: Optional[int] = None,
episode_id: Optional[str] = None,
**kwargs: Any,
) -> Observation:
"""
Reset the environment for a new episode.
Args:
seed: Optional random seed
episode_id: Optional episode ID
**kwargs: Additional reset options
Returns:
Observation indicating the environment is ready
"""
if seed is not None:
random.seed(seed)
# Reset episode state
self._state = State(
episode_id=episode_id or str(uuid4()),
step_count=0,
)
self._tick = 0
self._kill_events = []
self._fire_counter = 0
if self._use_real_server:
# Real server mode: connect via BotManager
if self._bot_manager:
# Disconnect existing connection
self._bot_manager.disconnect()
# Create new BotManager
self._bot_manager = BotManager(
host=self._server_host,
port=self._server_port,
num_bots=self._num_agents,
ticks_per_step=10, # 200ms per step at 50 ticks/sec
bot_name_prefix="TeeUnit",
)
# Connect to server
connected = self._bot_manager.connect(timeout=10.0)
if not connected:
return Observation(
done=True,
reward=0.0,
metadata={
"status": "error",
"message": f"Failed to connect to Teeworlds server at {self._server_host}:{self._server_port}",
"episode_id": self._state.episode_id,
},
)
# Initialize pending input
self._pending_input = PlayerInput()
# Wait for initial game state
self._bot_manager.step() # Get initial snapshot
status = self._get_status_text_real()
return Observation(
done=False,
reward=0.0,
metadata={
"status": "ready",
"message": status,
"episode_id": self._state.episode_id,
"mode": "real_server",
"server": f"{self._server_host}:{self._server_port}",
},
)
else:
# Simulation mode
self._agents = {}
for i in range(self._num_agents):
self._agents[i] = GameAgent(i)
status = self._get_status_text()
return Observation(
done=False,
reward=0.0,
metadata={
"status": "ready",
"message": status,
"episode_id": self._state.episode_id,
"mode": "simulation",
},
)
def _get_status_text(self) -> str:
"""Generate current game status text (simulation mode)."""
agent = self._agents.get(self._current_agent_id)
lines = []
lines.append(f"=== Teeworlds Game State (Tick {self._tick}) ===")
if agent and agent.is_alive:
lines.append(f"Position: ({agent.x:.0f}, {agent.y:.0f})")
lines.append(f"Health: {agent.health}/10 | Armor: {agent.armor}/10")
wpn = WEAPONS[agent.weapon]
lines.append(f"Weapon: {wpn['name']}")
lines.append(f"Score: {agent.score} kills")
else:
lines.append("STATUS: DEAD")
return "\n".join(lines)
def _get_status_text_real(self) -> str:
"""Generate current game status text (real server mode)."""
if not self._bot_manager:
return "Not connected to server."
gs = self._bot_manager.game_state
my_char = gs.get_character(self._current_agent_id)
lines = []
lines.append(f"=== Teeworlds Game State (Tick {gs.tick}) ===")
if my_char:
x = my_char.x / 32.0
y = my_char.y / 32.0
lines.append(f"Position: ({x:.0f}, {y:.0f})")
lines.append(f"Health: {my_char.health}/10 | Armor: {my_char.armor}/10")
wpn_name = WEAPONS.get(my_char.weapon, {}).get("name", "unknown")
lines.append(f"Weapon: {wpn_name}")
my_info = gs.get_player_info(self._current_agent_id)
if my_info:
lines.append(f"Score: {my_info.score} kills")
else:
lines.append("STATUS: DEAD")
return "\n".join(lines)
def _execute_real_step(self):
"""Execute one step on the real server."""
if not self._bot_manager:
return
# Send pending input for our controlled bot
inputs = {self._current_agent_id: self._pending_input}
# Execute the step (waits for ticks_per_step game ticks)
self._bot_manager.step(inputs)
# Update tick from game state
self._tick = self._bot_manager.game_state.tick
# Reset one-shot inputs (jump resets automatically in Teeworlds)
self._pending_input.jump = False
def _simulate_tick(self):
"""Simulate one game tick (physics, AI, etc.)."""
self._tick += 1
for agent in self._agents.values():
if not agent.is_alive:
continue
# Apply gravity
agent.vel_y += 0.5
# Apply velocity
agent.x += agent.vel_x
agent.y += agent.vel_y
# Ground collision (simple)
if agent.y > 500:
agent.y = 500
agent.vel_y = 0
agent.is_grounded = True
# Wall collision
agent.x = max(50, min(750, agent.x))
# Friction
agent.vel_x *= 0.95
# Simple AI for non-player agents
if agent.agent_id != self._current_agent_id:
self._simple_ai(agent)
def _simple_ai(self, agent: GameAgent):
"""Simple AI behavior for non-player agents."""
# Random movement
if random.random() < 0.1:
agent.vel_x += random.uniform(-3, 3)
# Random jump
if agent.is_grounded and random.random() < 0.05:
agent.vel_y = -10
agent.is_grounded = False
# Aim at player
player = self._agents.get(self._current_agent_id)
if player and player.is_alive:
agent.aim_x = player.x
agent.aim_y = player.y
# Occasionally shoot
if random.random() < 0.02:
dx = player.x - agent.x
dy = player.y - agent.y
dist = math.sqrt(dx*dx + dy*dy)
if dist < 300:
# Attack player
wpn = WEAPONS[agent.weapon]
if wpn["ammo"] < 0 or agent.ammo[agent.weapon] > 0:
if wpn["ammo"] > 0:
agent.ammo[agent.weapon] -= 1
# Check hit (simplified)
if dist < 200 and random.random() < 0.3:
damage = wpn["damage"]
player.health -= damage
if player.health <= 0:
player.is_alive = False
agent.score += 1
self._kill_events.append({
"killer_id": agent.agent_id,
"victim_id": self._current_agent_id,
"weapon": agent.weapon,
"tick": self._tick,
})
def _step_impl(
self,
action: Action,
timeout_s: Optional[float] = None,
**kwargs: Any,
) -> Observation:
"""
Handle non-MCP actions.
Args:
action: The action to execute
timeout_s: Optional timeout
**kwargs: Additional arguments
Returns:
Observation with error for unknown action types
"""
return Observation(
done=False,
reward=0.0,
metadata={
"error": f"Unknown action type: {type(action).__name__}. "
"Use ListToolsAction or CallToolAction for MCP interactions."
},
)
def step(
self,
action: Action,
timeout_s: Optional[float] = None,
**kwargs: Any,
) -> Observation:
"""
Execute a step in the environment.
Args:
action: The MCP action to execute
timeout_s: Optional timeout
**kwargs: Additional arguments
Returns:
Observation from the action execution
"""
# Increment step count
self._state.step_count += 1
if self._use_real_server:
# Real server mode: execute step on actual Teeworlds server
self._execute_real_step()
# Calculate reward from real game state
reward = self._calculate_reward_real()
# Check done conditions
done = self._state.step_count >= self._max_steps
# Check if our bot is dead
if self._bot_manager:
my_char = self._bot_manager.game_state.get_character(self._current_agent_id)
if my_char is None:
# Character not in snapshot = dead
done = True
reward -= 5.0
# Check for kill events this step
for event in self._bot_manager.game_state.kill_events:
if event.killer_id == self._current_agent_id:
reward += 1.0 # We killed someone
else:
# Simulation mode
self._simulate_tick()
# Calculate reward
reward = self._calculate_reward()
# Check done
done = self._state.step_count >= self._max_steps
# Check if all enemies dead (win condition)
enemies_alive = sum(1 for a in self._agents.values()
if a.agent_id != self._current_agent_id and a.is_alive)
if enemies_alive == 0:
done = True
reward += 10.0 # Win bonus
# Check if player dead
player = self._agents.get(self._current_agent_id)
if player and not player.is_alive:
done = True
reward -= 5.0 # Death penalty
# Let the base class handle MCP actions
obs = super().step(action, timeout_s=timeout_s, **kwargs)
# Update observation with reward and done
obs.reward = reward
obs.done = done
obs.metadata["step"] = self._state.step_count
obs.metadata["tick"] = self._tick
obs.metadata["mode"] = "real_server" if self._use_real_server else "simulation"
return obs
def _calculate_reward(self) -> float:
"""Calculate reward for current step (simulation mode)."""
reward = 0.0
player = self._agents.get(self._current_agent_id)
if not player:
return reward
# Survival bonus
if player.is_alive:
reward += 0.01
# Kill bonus (from recent events)
for event in self._kill_events:
if event["tick"] == self._tick:
if event["killer_id"] == self._current_agent_id:
reward += 1.0
elif event["victim_id"] == self._current_agent_id:
reward -= 0.5
return reward
def _calculate_reward_real(self) -> float:
"""Calculate reward for current step (real server mode)."""
reward = 0.0
if not self._bot_manager:
return reward
gs = self._bot_manager.game_state
my_char = gs.get_character(self._current_agent_id)
# Survival bonus
if my_char is not None:
reward += 0.01
# Kill/death events are already handled in step() method
# The step() adds +1.0 for kills and -5.0 for death
return reward
@property
def state(self) -> State:
"""Get the current environment state."""
return self._state
def call_tool_sync(self, name: str, **kwargs) -> str:
"""
Call a tool synchronously (for notebooks/Colab).
Args:
name: Tool name (move, jump, aim, shoot, hook, get_status)
**kwargs: Arguments for the tool
Returns:
Tool result as string
"""
if name not in self._tool_fns:
return f"Unknown tool: {name}"
return self._tool_fns[name](**kwargs)
def close(self):
"""Clean up resources and disconnect from server."""
if self._bot_manager:
self._bot_manager.disconnect()
self._bot_manager = None
def __del__(self):
"""Destructor - ensure cleanup."""
self.close()
def __enter__(self):
"""Context manager entry."""
return self
def __exit__(self, exc_type, exc_val, exc_tb):
"""Context manager exit."""
self.close()
return False
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