from abc import ABC, abstractmethod
from typing import Optional

from tmcp import TMCPHandler, TMCPMessage

from utils import rendering
from move.move import Move
from utils.const import MAX_CAR_SPEED
from utils.vectors import dist
from utils.game_info import GameInfo
from rlutilities.simulation import Input, GameState
from rlutilities.linear_algebra import vec3


class Strategy(ABC):
    def __init__(self, info: GameInfo, tmcp_handler: TMCPHandler):
        self.info: GameInfo = info
        self.tmcp_handler: TMCPHandler = tmcp_handler
        self.move: Optional[Move] = None
        self.controls: Input = Input()
        self.last_demolished: bool = False
        self.last_inactive: bool = False
        self.last_position: vec3 = vec3(0, 0, 0)

    @abstractmethod
    def find_base_move(self) -> Move:
        pass

    def find_interrupt_move(self) -> Optional[Move]:
        return None

    @abstractmethod
    def handle_tmcp_message(self, message: TMCPMessage):
        pass

    def update(self):
        # Force end move...
        # ... if no longer demolished.
        if not self.info.car.demolished and self.last_demolished:
            self.move = None
        self.last_demolished = self.info.car.demolished
        # ... if newly inactive.
        # TODO GameState is also Inactive when the game is paused, so that interrupts whatever the bot is doing.
        if (self.info.state == GameState.Inactive) and not self.last_inactive:
            self.move = None
        self.last_inactive = self.info.state == GameState.Inactive
        # ... if teleported.
        if (
            dist(self.info.car.position, self.last_position)
            > (MAX_CAR_SPEED + 200) * self.info.dt
        ):
            self.move = None
        self.last_position = vec3(self.info.car.position)

        # Handle TMCP messages.
        new_messages = self.tmcp_handler.recv()
        for message in new_messages:
            self.handle_tmcp_message(message)

        # Choose move.
        if self.move and not self.move.finished:
            if self.move.interruptible:
                interrupt_move: Optional[Move] = self.find_interrupt_move()
                if interrupt_move:
                    self.move = interrupt_move
        else:
            self.move = self.find_base_move()

        # Update.
        rendering.begin_rendering("move")
        rendering.draw_string_3d(
            self.info.car.position,
            1,
            1,
            str(self.move.__class__.__name__),
            rendering.white(),
        )
        self.move.update()
        rendering.end_rendering()
        self.controls = self.move.controls

d2b2a6209338d5fa90fb806a96b8b02cf7dfb7f4
<mask token>


class Strategy(ABC):
    <mask token>

    @abstractmethod
    def find_base_move(self) ->Move:
        pass

    def find_interrupt_move(self) ->Optional[Move]:
        return None
    <mask token>

    def update(self):
        if not self.info.car.demolished and self.last_demolished:
            self.move = None
        self.last_demolished = self.info.car.demolished
        if self.info.state == GameState.Inactive and not self.last_inactive:
            self.move = None
        self.last_inactive = self.info.state == GameState.Inactive
        if dist(self.info.car.position, self.last_position) > (MAX_CAR_SPEED +
            200) * self.info.dt:
            self.move = None
        self.last_position = vec3(self.info.car.position)
        new_messages = self.tmcp_handler.recv()
        for message in new_messages:
            self.handle_tmcp_message(message)
        if self.move and not self.move.finished:
            if self.move.interruptible:
                interrupt_move: Optional[Move] = self.find_interrupt_move()
                if interrupt_move:
                    self.move = interrupt_move
        else:
            self.move = self.find_base_move()
        rendering.begin_rendering('move')
        rendering.draw_string_3d(self.info.car.position, 1, 1, str(self.
            move.__class__.__name__), rendering.white())
        self.move.update()
        rendering.end_rendering()
        self.controls = self.move.controls

<mask token>


class Strategy(ABC):

    def __init__(self, info: GameInfo, tmcp_handler: TMCPHandler):
        self.info: GameInfo = info
        self.tmcp_handler: TMCPHandler = tmcp_handler
        self.move: Optional[Move] = None
        self.controls: Input = Input()
        self.last_demolished: bool = False
        self.last_inactive: bool = False
        self.last_position: vec3 = vec3(0, 0, 0)

    @abstractmethod
    def find_base_move(self) ->Move:
        pass

    def find_interrupt_move(self) ->Optional[Move]:
        return None
    <mask token>

    def update(self):
        if not self.info.car.demolished and self.last_demolished:
            self.move = None
        self.last_demolished = self.info.car.demolished
        if self.info.state == GameState.Inactive and not self.last_inactive:
            self.move = None
        self.last_inactive = self.info.state == GameState.Inactive
        if dist(self.info.car.position, self.last_position) > (MAX_CAR_SPEED +
            200) * self.info.dt:
            self.move = None
        self.last_position = vec3(self.info.car.position)
        new_messages = self.tmcp_handler.recv()
        for message in new_messages:
            self.handle_tmcp_message(message)
        if self.move and not self.move.finished:
            if self.move.interruptible:
                interrupt_move: Optional[Move] = self.find_interrupt_move()
                if interrupt_move:
                    self.move = interrupt_move
        else:
            self.move = self.find_base_move()
        rendering.begin_rendering('move')
        rendering.draw_string_3d(self.info.car.position, 1, 1, str(self.
            move.__class__.__name__), rendering.white())
        self.move.update()
        rendering.end_rendering()
        self.controls = self.move.controls

<mask token>


class Strategy(ABC):

    def __init__(self, info: GameInfo, tmcp_handler: TMCPHandler):
        self.info: GameInfo = info
        self.tmcp_handler: TMCPHandler = tmcp_handler
        self.move: Optional[Move] = None
        self.controls: Input = Input()
        self.last_demolished: bool = False
        self.last_inactive: bool = False
        self.last_position: vec3 = vec3(0, 0, 0)

    @abstractmethod
    def find_base_move(self) ->Move:
        pass

    def find_interrupt_move(self) ->Optional[Move]:
        return None

    @abstractmethod
    def handle_tmcp_message(self, message: TMCPMessage):
        pass

    def update(self):
        if not self.info.car.demolished and self.last_demolished:
            self.move = None
        self.last_demolished = self.info.car.demolished
        if self.info.state == GameState.Inactive and not self.last_inactive:
            self.move = None
        self.last_inactive = self.info.state == GameState.Inactive
        if dist(self.info.car.position, self.last_position) > (MAX_CAR_SPEED +
            200) * self.info.dt:
            self.move = None
        self.last_position = vec3(self.info.car.position)
        new_messages = self.tmcp_handler.recv()
        for message in new_messages:
            self.handle_tmcp_message(message)
        if self.move and not self.move.finished:
            if self.move.interruptible:
                interrupt_move: Optional[Move] = self.find_interrupt_move()
                if interrupt_move:
                    self.move = interrupt_move
        else:
            self.move = self.find_base_move()
        rendering.begin_rendering('move')
        rendering.draw_string_3d(self.info.car.position, 1, 1, str(self.
            move.__class__.__name__), rendering.white())
        self.move.update()
        rendering.end_rendering()
        self.controls = self.move.controls

from abc import ABC, abstractmethod
from typing import Optional
from tmcp import TMCPHandler, TMCPMessage
from utils import rendering
from move.move import Move
from utils.const import MAX_CAR_SPEED
from utils.vectors import dist
from utils.game_info import GameInfo
from rlutilities.simulation import Input, GameState
from rlutilities.linear_algebra import vec3


class Strategy(ABC):

    def __init__(self, info: GameInfo, tmcp_handler: TMCPHandler):
        self.info: GameInfo = info
        self.tmcp_handler: TMCPHandler = tmcp_handler
        self.move: Optional[Move] = None
        self.controls: Input = Input()
        self.last_demolished: bool = False
        self.last_inactive: bool = False
        self.last_position: vec3 = vec3(0, 0, 0)

    @abstractmethod
    def find_base_move(self) ->Move:
        pass

    def find_interrupt_move(self) ->Optional[Move]:
        return None

    @abstractmethod
    def handle_tmcp_message(self, message: TMCPMessage):
        pass

    def update(self):
        if not self.info.car.demolished and self.last_demolished:
            self.move = None
        self.last_demolished = self.info.car.demolished
        if self.info.state == GameState.Inactive and not self.last_inactive:
            self.move = None
        self.last_inactive = self.info.state == GameState.Inactive
        if dist(self.info.car.position, self.last_position) > (MAX_CAR_SPEED +
            200) * self.info.dt:
            self.move = None
        self.last_position = vec3(self.info.car.position)
        new_messages = self.tmcp_handler.recv()
        for message in new_messages:
            self.handle_tmcp_message(message)
        if self.move and not self.move.finished:
            if self.move.interruptible:
                interrupt_move: Optional[Move] = self.find_interrupt_move()
                if interrupt_move:
                    self.move = interrupt_move
        else:
            self.move = self.find_base_move()
        rendering.begin_rendering('move')
        rendering.draw_string_3d(self.info.car.position, 1, 1, str(self.
            move.__class__.__name__), rendering.white())
        self.move.update()
        rendering.end_rendering()
        self.controls = self.move.controls

from abc import ABC, abstractmethod
from typing import Optional

from tmcp import TMCPHandler, TMCPMessage

from utils import rendering
from move.move import Move
from utils.const import MAX_CAR_SPEED
from utils.vectors import dist
from utils.game_info import GameInfo
from rlutilities.simulation import Input, GameState
from rlutilities.linear_algebra import vec3


class Strategy(ABC):
    def __init__(self, info: GameInfo, tmcp_handler: TMCPHandler):
        self.info: GameInfo = info
        self.tmcp_handler: TMCPHandler = tmcp_handler
        self.move: Optional[Move] = None
        self.controls: Input = Input()
        self.last_demolished: bool = False
        self.last_inactive: bool = False
        self.last_position: vec3 = vec3(0, 0, 0)

    @abstractmethod
    def find_base_move(self) -> Move:
        pass

    def find_interrupt_move(self) -> Optional[Move]:
        return None

    @abstractmethod
    def handle_tmcp_message(self, message: TMCPMessage):
        pass

    def update(self):
        # Force end move...
        # ... if no longer demolished.
        if not self.info.car.demolished and self.last_demolished:
            self.move = None
        self.last_demolished = self.info.car.demolished
        # ... if newly inactive.
        # TODO GameState is also Inactive when the game is paused, so that interrupts whatever the bot is doing.
        if (self.info.state == GameState.Inactive) and not self.last_inactive:
            self.move = None
        self.last_inactive = self.info.state == GameState.Inactive
        # ... if teleported.
        if (
            dist(self.info.car.position, self.last_position)
            > (MAX_CAR_SPEED + 200) * self.info.dt
        ):
            self.move = None
        self.last_position = vec3(self.info.car.position)

        # Handle TMCP messages.
        new_messages = self.tmcp_handler.recv()
        for message in new_messages:
            self.handle_tmcp_message(message)

        # Choose move.
        if self.move and not self.move.finished:
            if self.move.interruptible:
                interrupt_move: Optional[Move] = self.find_interrupt_move()
                if interrupt_move:
                    self.move = interrupt_move
        else:
            self.move = self.find_base_move()

        # Update.
        rendering.begin_rendering("move")
        rendering.draw_string_3d(
            self.info.car.position,
            1,
            1,
            str(self.move.__class__.__name__),
            rendering.white(),
        )
        self.move.update()
        rendering.end_rendering()
        self.controls = self.move.controls
