# Path: meltingpot/python/utils/substrates/game_object_utils.py
# class Position(NamedTuple):
# class Orientation(enum.Enum):
# class Transform(NamedTuple):
#   NORTH = "N"
#   EAST = "E"
#   SOUTH = "S"
#   WEST = "W"
# TYPE_ALL = "all"
# TYPE_CHOICE = "choice"
# def get_named_components(
#     game_object_config: PrefabConfig,
#     name: str):
# def get_first_named_component(
#     game_object_config: PrefabConfig,
#     name: str):
# def build_game_objects(
#     num_players: int,
#     ascii_map: str,
#     prefabs: Optional[Mapping[str, PrefabConfig]] = None,
#     char_prefab_map: Optional[PrefabConfig] = None,
#     player_palettes: Optional[Sequence[shapes.Color]] = None,
#     use_badges: bool = False,
#     badge_palettes: Optional[Sequence[shapes.Color]] = None,
# ) -> Tuple[List[PrefabConfig], List[PrefabConfig]]:
# def build_avatar_objects(
#     num_players: int,
#     prefabs: Optional[Mapping[str, PrefabConfig]] = None,
#     player_palettes: Optional[Sequence[shapes.Color]] = None,
# ) -> List[PrefabConfig]:
# def build_avatar_badges(
#     num_players: int,
#     prefabs: Optional[Mapping[str, PrefabConfig]] = None,
#     badge_palettes: Optional[Sequence[shapes.Color]] = None,
# ) -> List[PrefabConfig]:
# def get_game_object_positions_from_map(
#     ascii_map: str, char: str, orientation_mode: str = "always_north"
#     ) -> Sequence[Transform]:
# def _create_game_object(
#     prefab: PrefabConfig, transform: Transform) -> PrefabConfig:
# def get_game_objects_from_map(
#     ascii_map: str,
#     char_prefab_map: Mapping[str, str],
#     prefabs: Mapping[str, PrefabConfig],
#     random: np.random.RandomState = np.random.RandomState()
# ) -> List[PrefabConfig]:
# 
# Path: meltingpot/python/utils/substrates/wrappers/reset_wrapper.py
# class ResetWrapper(base.Wrapper):
#   def __init__(self, build_environment: Callable[[], dmlab2d.Environment]):
#   def reset(self) -> dm_env.TimeStep:


import copy
import itertools
import os
import pathlib  # pylint: disable=unused-import
import random
import tree
import dmlab2d
from typing import Any, Dict, Optional, Union
from absl import logging
from ml_collections import config_dict
from dmlab2d import runfiles_helper
from dmlab2d import settings_helper
from meltingpot.python.utils.substrates import game_object_utils
from meltingpot.python.utils.substrates.wrappers import reset_wrapper
def parse_python_settings_for_dmlab2d(
    lab2d_settings: config_dict.ConfigDict) -> Settings:
  """Flatten lab2d_settings into Lua-friendly properties."""
  # Since config_dicts disallow "." in keys, we must use a different character,
  # "$", in our config and then convert it to "." here. This is particularly
  # important for levels with config keys like 'player.%default' in DMLab2D.
  lab2d_settings = _config_dict_to_dict(lab2d_settings)
  lab2d_settings = settings_helper.flatten_args(lab2d_settings)
  lab2d_settings_dict = {}
  for key, value in lab2d_settings.items():
    converted_key = key.replace("$", ".")
    lab2d_settings_dict[converted_key] = str(value)
  return lab2d_settings_dict


def apply_prefab_overrides(
    lab2d_settings: config_dict.ConfigDict,
    prefab_overrides: Optional[Settings] = None):
  """Apply prefab overrides to lab2d_settings."""
  if "gameObjects" not in lab2d_settings.simulation:
    lab2d_settings.simulation.gameObjects = []

  # Edit prefabs with the overrides, both in lab2d_settings and in prefabs.
  if prefab_overrides:
    for prefab, override in prefab_overrides.items():
      for component, arg_overrides in override.items():
        for arg_name, arg_override in arg_overrides.items():
          if prefab not in lab2d_settings.simulation.prefabs:
            raise ValueError(f"Prefab override for '{prefab}' given, but not " +
                             "available in `prefabs`.")

# Path: meltingpot/python/utils/substrates/game_object_utils.py
# class Position(NamedTuple):
# class Orientation(enum.Enum):
# class Transform(NamedTuple):
#   NORTH = "N"
#   EAST = "E"
#   SOUTH = "S"
#   WEST = "W"
# TYPE_ALL = "all"
# TYPE_CHOICE = "choice"
# def get_named_components(
#     game_object_config: PrefabConfig,
#     name: str):
# def get_first_named_component(
#     game_object_config: PrefabConfig,
#     name: str):
# def build_game_objects(
#     num_players: int,
#     ascii_map: str,
#     prefabs: Optional[Mapping[str, PrefabConfig]] = None,
#     char_prefab_map: Optional[PrefabConfig] = None,
#     player_palettes: Optional[Sequence[shapes.Color]] = None,
#     use_badges: bool = False,
#     badge_palettes: Optional[Sequence[shapes.Color]] = None,
# ) -> Tuple[List[PrefabConfig], List[PrefabConfig]]:
# def build_avatar_objects(
#     num_players: int,
#     prefabs: Optional[Mapping[str, PrefabConfig]] = None,
#     player_palettes: Optional[Sequence[shapes.Color]] = None,
# ) -> List[PrefabConfig]:
# def build_avatar_badges(
#     num_players: int,
#     prefabs: Optional[Mapping[str, PrefabConfig]] = None,
#     badge_palettes: Optional[Sequence[shapes.Color]] = None,
# ) -> List[PrefabConfig]:
# def get_game_object_positions_from_map(
#     ascii_map: str, char: str, orientation_mode: str = "always_north"
#     ) -> Sequence[Transform]:
# def _create_game_object(
#     prefab: PrefabConfig, transform: Transform) -> PrefabConfig:
# def get_game_objects_from_map(
#     ascii_map: str,
#     char_prefab_map: Mapping[str, str],
#     prefabs: Mapping[str, PrefabConfig],
#     random: np.random.RandomState = np.random.RandomState()
# ) -> List[PrefabConfig]:
# 
# Path: meltingpot/python/utils/substrates/wrappers/reset_wrapper.py
# class ResetWrapper(base.Wrapper):
#   def __init__(self, build_environment: Callable[[], dmlab2d.Environment]):
#   def reset(self) -> dm_env.TimeStep:


# Path: meltingpot/python/utils/substrates/builder.py
import copy
import itertools
import os
import pathlib  # pylint: disable=unused-import
import random
import tree
import dmlab2d
from typing import Any, Dict, Optional, Union
from absl import logging
from ml_collections import config_dict
from dmlab2d import runfiles_helper
from dmlab2d import settings_helper
from meltingpot.python.utils.substrates import game_object_utils
from meltingpot.python.utils.substrates.wrappers import reset_wrapper

def parse_python_settings_for_dmlab2d(
    lab2d_settings: config_dict.ConfigDict) -> Settings:
  """Flatten lab2d_settings into Lua-friendly properties."""
  # Since config_dicts disallow "." in keys, we must use a different character,
  # "$", in our config and then convert it to "." here. This is particularly
  # important for levels with config keys like 'player.%default' in DMLab2D.
  lab2d_settings = _config_dict_to_dict(lab2d_settings)
  lab2d_settings = settings_helper.flatten_args(lab2d_settings)
  lab2d_settings_dict = {}
  for key, value in lab2d_settings.items():
    converted_key = key.replace("$", ".")
    lab2d_settings_dict[converted_key] = str(value)
  return lab2d_settings_dict


def apply_prefab_overrides(
    lab2d_settings: config_dict.ConfigDict,
    prefab_overrides: Optional[Settings] = None):
  """Apply prefab overrides to lab2d_settings."""
  if "gameObjects" not in lab2d_settings.simulation:
    lab2d_settings.simulation.gameObjects = []

  # Edit prefabs with the overrides, both in lab2d_settings and in prefabs.
  if prefab_overrides:
    for prefab, override in prefab_overrides.items():
      for component, arg_overrides in override.items():
        for arg_name, arg_override in arg_overrides.items():
          if prefab not in lab2d_settings.simulation.prefabs:
            raise ValueError(f"Prefab override for '{prefab}' given, but not " +
                             "available in `prefabs`.")

          game_object_utils.get_first_named_component(