# Path: meltingpot/python/human_players/level_playing_utils.py
# WHITE = (255, 255, 255)
# MOVEMENT_MAP = {
#     'NONE': 0,
#     'FORWARD': 1,
#     'RIGHT': 2,
#     'BACKWARD': 3,
#     'LEFT': 4,
# }
#   NONE = 0
#   PYGAME = 1
# class RenderType(enum.Enum):
# class ActionReader(object):
# def get_random_direction() -> int:
# def get_random_turn() -> int:
# def get_random_fire() -> int:
# def get_direction_pressed() -> int:
# def get_turn_pressed() -> int:
# def get_space_key_pressed() -> int:
# def get_key_number_pressed() -> int:
# def get_key_number_one_pressed() -> int:
# def get_key_number_two_pressed() -> int:
# def get_key_number_three_pressed() -> int:
# def get_key_number_four_pressed() -> int:
# def get_key_number_five_pressed() -> int:
# def get_left_control_pressed() -> int:
# def get_left_shift_pressed() -> int:
# def get_right_shift_pressed() -> int:
# def get_key_z_pressed() -> int:
# def get_key_x_pressed() -> int:
# def _split_key(key: str) -> Tuple[int, str]:
# def _get_rewards(timestep: dm_env.TimeStep) -> Sequence[float]:
#   def __init__(self, env: dmlab2d.Environment, action_map: ActionMap):
#   def step(self, player_index: int) -> Sequence[Sequence[Mapping[str, int]]]:
# def run_episode(
#     render_observation: str,
#     config_overrides: Dict[str, Any],
#     action_map: ActionMap,
#     full_config: config_dict.ConfigDict,
#     interactive: RenderType = RenderType.PYGAME,
#     screen_width: int = 800,
#     screen_height: int = 600,
#     fps: int = 8,
#     verbose_fn: Optional[Callable[[dm_env.TimeStep, int], None]] = None,
#     text_display_fn: Optional[Callable[[dm_env.TimeStep, int], str]] = None,
#     text_font_size: int = 36,
#     text_x_pos: int = 20,
#     text_y_pos: int = 20,
#     text_color: Tuple[int, ...] = WHITE,
#     env_builder: EnvBuilder = builder.builder,
#     print_events: Optional[bool] = False,
#     ) -> None:


from absl import app
from absl import flags
from meltingpot.examples.tutorial.harvest.configs.environment import harvest as game
from meltingpot.python.human_players import level_playing_utils
#
#     https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""A simple human player for playing the `Harvest` level interactively.

Use `WASD` keys to move the character around. `Q` and `E` to turn.
"""


FLAGS = flags.FLAGS

flags.DEFINE_integer('screen_width', 800,
                     'Width, in pixels, of the game screen')
flags.DEFINE_integer('screen_height', 600,
                     'Height, in pixels, of the game screen')
flags.DEFINE_integer('frames_per_second', 8, 'Frames per second of the game')
flags.DEFINE_string('observation', 'RGB', 'Name of the observation to render')
flags.DEFINE_bool('verbose', False, 'Whether we want verbose output')
flags.DEFINE_bool('display_text', False,
                  'Whether we to display a debug text message')
flags.DEFINE_string('text_message', 'This page intentionally left blank',
                    'Text to display if `display_text` is `True`')


_ACTION_MAP = {

# Path: meltingpot/python/human_players/level_playing_utils.py
# WHITE = (255, 255, 255)
# MOVEMENT_MAP = {
#     'NONE': 0,
#     'FORWARD': 1,
#     'RIGHT': 2,
#     'BACKWARD': 3,
#     'LEFT': 4,
# }
#   NONE = 0
#   PYGAME = 1
# class RenderType(enum.Enum):
# class ActionReader(object):
# def get_random_direction() -> int:
# def get_random_turn() -> int:
# def get_random_fire() -> int:
# def get_direction_pressed() -> int:
# def get_turn_pressed() -> int:
# def get_space_key_pressed() -> int:
# def get_key_number_pressed() -> int:
# def get_key_number_one_pressed() -> int:
# def get_key_number_two_pressed() -> int:
# def get_key_number_three_pressed() -> int:
# def get_key_number_four_pressed() -> int:
# def get_key_number_five_pressed() -> int:
# def get_left_control_pressed() -> int:
# def get_left_shift_pressed() -> int:
# def get_right_shift_pressed() -> int:
# def get_key_z_pressed() -> int:
# def get_key_x_pressed() -> int:
# def _split_key(key: str) -> Tuple[int, str]:
# def _get_rewards(timestep: dm_env.TimeStep) -> Sequence[float]:
#   def __init__(self, env: dmlab2d.Environment, action_map: ActionMap):
#   def step(self, player_index: int) -> Sequence[Sequence[Mapping[str, int]]]:
# def run_episode(
#     render_observation: str,
#     config_overrides: Dict[str, Any],
#     action_map: ActionMap,
#     full_config: config_dict.ConfigDict,
#     interactive: RenderType = RenderType.PYGAME,
#     screen_width: int = 800,
#     screen_height: int = 600,
#     fps: int = 8,
#     verbose_fn: Optional[Callable[[dm_env.TimeStep, int], None]] = None,
#     text_display_fn: Optional[Callable[[dm_env.TimeStep, int], str]] = None,
#     text_font_size: int = 36,
#     text_x_pos: int = 20,
#     text_y_pos: int = 20,
#     text_color: Tuple[int, ...] = WHITE,
#     env_builder: EnvBuilder = builder.builder,
#     print_events: Optional[bool] = False,
#     ) -> None:


# Path: examples/tutorial/harvest/play_harvest.py
from absl import app
from absl import flags
from meltingpot.examples.tutorial.harvest.configs.environment import harvest as game
from meltingpot.python.human_players import level_playing_utils

#
#     https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""A simple human player for playing the `Harvest` level interactively.

Use `WASD` keys to move the character around. `Q` and `E` to turn.
"""


FLAGS = flags.FLAGS

flags.DEFINE_integer('screen_width', 800,
                     'Width, in pixels, of the game screen')
flags.DEFINE_integer('screen_height', 600,
                     'Height, in pixels, of the game screen')
flags.DEFINE_integer('frames_per_second', 8, 'Frames per second of the game')
flags.DEFINE_string('observation', 'RGB', 'Name of the observation to render')
flags.DEFINE_bool('verbose', False, 'Whether we want verbose output')
flags.DEFINE_bool('display_text', False,
                  'Whether we to display a debug text message')
flags.DEFINE_string('text_message', 'This page intentionally left blank',
                    'Text to display if `display_text` is `True`')


_ACTION_MAP = {

    'move': level_playing_utils.get_direction_pressed,