# Copyright (c) 2022, NVIDIA CORPORATION & AFFILIATES, ETH Zurich, and University of Toronto
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause

from __future__ import annotations

import math

import omni.isaac.orbit.sim as sim_utils
from omni.isaac.orbit.assets import AssetBaseCfg
from omni.isaac.orbit.command_generators import UniformVelocityCommandGeneratorCfg
from omni.isaac.orbit.envs import RLEnvCfg
from omni.isaac.orbit.managers import CurriculumTermCfg as CurrTerm
from omni.isaac.orbit.managers import ObservationGroupCfg as ObsGroup
from omni.isaac.orbit.managers import ObservationTermCfg as ObsTerm
from omni.isaac.orbit.managers import RandomizationTermCfg as RandTerm
from omni.isaac.orbit.managers import RewardTermCfg as RewTerm
from omni.isaac.orbit.managers import SceneEntityCfg
from omni.isaac.orbit.managers import TerminationTermCfg as DoneTerm
from omni.isaac.orbit.scene import InteractiveSceneCfg
from omni.isaac.orbit.sensors import ContactSensorCfg, RayCasterCfg, patterns
from omni.isaac.orbit.terrains import TerrainImporterCfg
from omni.isaac.orbit.utils import configclass
from omni.isaac.orbit.utils.noise import AdditiveUniformNoiseCfg as Unoise

import omni.isaac.orbit_envs.locomotion.mdp as mdp

##
# Pre-defined configs
##
# isort: off
from omni.isaac.orbit.assets.config.anymal import ANYMAL_C_CFG
from omni.isaac.orbit.terrains.config.rough import ROUGH_TERRAINS_CFG


##
# Scene definition
##


@configclass
class TerrainSceneCfg(InteractiveSceneCfg):
    """Configuration for the terrain scene with a legged robot."""

    # ground terrain
    terrain = TerrainImporterCfg(
        prim_path="/World/ground",
        terrain_type="generator",
        terrain_generator=ROUGH_TERRAINS_CFG,
        max_init_terrain_level=5,
        collision_group=-1,
        physics_material=sim_utils.RigidBodyMaterialCfg(
            friction_combine_mode="multiply",
            restitution_combine_mode="multiply",
            static_friction=1.0,
            dynamic_friction=1.0,
        ),
        debug_vis=True,
    )
    # robots
    robot = ANYMAL_C_CFG.replace(prim_path="{ENV_REGEX_NS}/Robot")
    # sensors
    height_scanner = RayCasterCfg(
        prim_path="{ENV_REGEX_NS}/Robot/base",
        offset=RayCasterCfg.OffsetCfg(pos=(0.0, 0.0, 20.0)),
        attach_yaw_only=True,
        pattern_cfg=patterns.GridPatternCfg(resolution=0.1, size=[1.6, 1.0]),
        debug_vis=True,
        mesh_prim_paths=["/World/ground"],
    )
    contact_forces = ContactSensorCfg(
        prim_path="{ENV_REGEX_NS}/Robot/.*", history_length=3, track_air_time=True, debug_vis=True
    )
    # lights
    light = AssetBaseCfg(
        prim_path="/World/light",
        spawn=sim_utils.DistantLightCfg(
            color=(1.0, 1.0, 1.0),
            intensity=1000.0,
        ),
    )


##
# MDP settings
##


@configclass
class ActionsCfg:
    """Action specifications for the MDP."""

    joint_pos = mdp.JointPositionActionCfg(asset_name="robot", joint_names=[".*"], scale=0.5, use_default_offset=True)


@configclass
class ObservationsCfg:
    """Observation specifications for the MDP."""

    @configclass
    class PolicyCfg(ObsGroup):
        """Observations for policy group."""

        # observation terms (order preserved)
        base_lin_vel = ObsTerm(func=mdp.base_lin_vel, noise=Unoise(n_min=-0.1, n_max=0.1))
        base_ang_vel = ObsTerm(func=mdp.base_ang_vel, noise=Unoise(n_min=-0.2, n_max=0.2))
        projected_gravity = ObsTerm(
            func=mdp.projected_gravity,
            noise=Unoise(n_min=-0.05, n_max=0.05),
        )
        velocity_commands = ObsTerm(func=mdp.generated_commands)
        joint_pos = ObsTerm(func=mdp.joint_pos_rel, noise=Unoise(n_min=-0.01, n_max=0.01))
        joint_vel = ObsTerm(func=mdp.joint_vel_rel, noise=Unoise(n_min=-1.5, n_max=1.5))
        actions = ObsTerm(func=mdp.last_action)
        height_scan = ObsTerm(
            func=mdp.height_scan,
            params={"sensor_cfg": SceneEntityCfg("height_scanner")},
            noise=Unoise(n_min=-0.1, n_max=0.1),
        )

        def __post_init__(self):
            self.enable_corruption = True
            self.concatenate_terms = True

    # observation groups
    policy: PolicyCfg = PolicyCfg()


@configclass
class RandomizationCfg:
    """Configuration for randomization."""

    # startup
    physics_material = RandTerm(
        func=mdp.randomize_rigid_body_material,
        mode="startup",
        params={
            "asset_cfg": SceneEntityCfg("robot", body_names=".*"),
            "static_friction_range": (0.8, 0.8),
            "dynamic_friction_range": (0.6, 0.6),
            "restitution_range": (0.0, 0.0),
            "num_buckets": 64,
        },
    )

    add_base_mass = RandTerm(
        func=mdp.add_body_mass,
        mode="startup",
        params={"asset_cfg": SceneEntityCfg("robot", body_names="base"), "mass_range": (-5.0, 5.0)},
    )

    # reset
    base_external_force_torque = RandTerm(
        func=mdp.apply_external_force_torque,
        mode="reset",
        params={
            "asset_cfg": SceneEntityCfg("robot", body_names="base"),
            "force_range": (0.0, 0.0),
            "torque_range": (-0.0, 0.0),
        },
    )

    reset_base = RandTerm(
        func=mdp.reset_root_state,
        mode="reset",
        params={
            "pose_range": {"x": (-0.5, 0.5), "y": (-0.5, 0.5), "yaw": (-3.14, 3.14)},
            "velocity_range": {
                "x": (-0.5, 0.5),
                "y": (-0.5, 0.5),
                "z": (-0.5, 0.5),
                "roll": (-0.5, 0.5),
                "pitch": (-0.5, 0.5),
                "yaw": (-0.5, 0.5),
            },
        },
    )

    reset_robot_joints = RandTerm(
        func=mdp.reset_joints_by_scale,
        mode="reset",
        params={
            "position_range": (0.5, 1.5),
            "velocity_range": (0.0, 0.0),
        },
    )

    # interval
    push_robot = RandTerm(
        func=mdp.push_by_setting_velocity,
        mode="interval",
        interval_range_s=(10.0, 15.0),
        params={"velocity_range": {"x": (-0.5, 0.5), "y": (-0.5, 0.5)}},
    )


@configclass
class RewardsCfg:
    """Reward terms for the MDP."""

    # -- task
    track_lin_vel_xy_exp = RewTerm(func=mdp.track_lin_vel_xy_exp, weight=1.0, params={"std": math.sqrt(0.25)})
    track_ang_vel_z_exp = RewTerm(func=mdp.track_ang_vel_z_exp, weight=0.5, params={"std": math.sqrt(0.25)})
    # -- penalties
    lin_vel_z_l2 = RewTerm(func=mdp.lin_vel_z_l2, weight=-2.0)
    ang_vel_xy_l2 = RewTerm(func=mdp.ang_vel_xy_l2, weight=-0.05)
    dof_torques_l2 = RewTerm(func=mdp.joint_torques_l2, weight=-1.0e-5)
    dof_acc_l2 = RewTerm(func=mdp.joint_acc_l2, weight=-2.5e-7)
    action_rate_l2 = RewTerm(func=mdp.action_rate_l2, weight=-0.01)
    feet_air_time = RewTerm(
        func=mdp.feet_air_time,
        weight=0.5,
        params={"sensor_cfg": SceneEntityCfg("contact_forces", body_names=".*SHANK"), "threshold": 0.5},
    )
    undesired_contacts = RewTerm(
        func=mdp.undesired_contacts,
        weight=-1.0,
        params={"sensor_cfg": SceneEntityCfg("contact_forces", body_names=".*THIGH"), "threshold": 1.0},
    )


@configclass
class TerminationsCfg:
    """Termination terms for the MDP."""

    time_out = DoneTerm(func=mdp.time_out, time_out=True)
    base_contact = DoneTerm(
        func=mdp.illegal_contact,
        params={"sensor_cfg": SceneEntityCfg("contact_forces", body_names="base"), "threshold": 1.0},
    )


@configclass
class CurriculumCfg:
    """Curriculum terms for the MDP."""

    terrain_levels = CurrTerm(func=mdp.terrain_levels_vel)


##
# Environment configuration
##


@configclass
class LocomotionEnvRoughCfg(RLEnvCfg):
    """Configuration for the locomotion velocity-tracking environment."""

    # Scene settings
    scene: TerrainSceneCfg = TerrainSceneCfg(num_envs=4096, env_spacing=2.5, replicate_physics=False)
    # Basic settings
    observations: ObservationsCfg = ObservationsCfg()
    actions: ActionsCfg = ActionsCfg()
    commands: UniformVelocityCommandGeneratorCfg = UniformVelocityCommandGeneratorCfg(
        asset_name="robot",
        resampling_time_range=(20.0, 20.0),
        rel_standing_envs=0.02,
        rel_heading_envs=1.0,
        heading_command=True,
        debug_vis=True,
        ranges=UniformVelocityCommandGeneratorCfg.Ranges(
            lin_vel_x=(-1.0, 1.0), lin_vel_y=(-1.0, 1.0), ang_vel_z=(-1.0, 1.0), heading=(-math.pi, math.pi)
        ),
    )
    # MDP settings
    rewards: RewardsCfg = RewardsCfg()
    terminations: TerminationsCfg = TerminationsCfg()
    randomization: RandomizationCfg = RandomizationCfg()
    curriculum: CurriculumCfg = CurriculumCfg()

    def __post_init__(self):
        """Post initialization."""
        # general settings
        self.decimation = 4
        self.episode_length_s = 20.0
        # simulation settings
        self.sim.dt = 0.005
        self.sim.disable_contact_processing = True
        self.sim.physics_material = self.scene.terrain.physics_material
        # update sensor update periods
        # we tick all the sensors based on the smallest update period (physics update period)
        self.scene.height_scanner.update_period = self.decimation * self.sim.dt
        self.scene.contact_forces.update_period = self.sim.dt

        # check if terrain levels curriculum is enabled - if so, enable curriculum for terrain generator
        # this generates terrains with increasing difficulty and is useful for training
        if getattr(self.curriculum, "terrain_levels", None) is not None:
            if self.scene.terrain.terrain_generator is not None:
                self.scene.terrain.terrain_generator.curriculum = True
        else:
            if self.scene.terrain.terrain_generator is not None:
                self.scene.terrain.terrain_generator.curriculum = False


@configclass
class LocomotionEnvRoughCfg_PLAY(LocomotionEnvRoughCfg):
    """Configuration for the locomotion velocity environment."""

    def __post_init__(self) -> None:
        super().__post_init__()

        # make a smaller scene for play
        self.scene.num_envs = 50
        self.scene.env_spacing = 2.5
        # spawn the robot randomly in the grid (instead of their terrain levels)
        self.scene.terrain.max_init_terrain_level = None
        # reduce the number of terrains to save memory
        if self.scene.terrain.terrain_generator is not None:
            self.scene.terrain.terrain_generator.num_rows = 5
            self.scene.terrain.terrain_generator.num_cols = 5
            self.scene.terrain.terrain_generator.curriculum = False

        # disable randomization for play
        self.observations.policy.enable_corruption = False
