#include "systems.hpp"
#include <fmt/core.h>
#include <string>
#include <cmath>
#include "rand.hpp"
#include "spatialmap.hpp"
#include "dbc.hpp"
#include "lights.hpp"
#include "inventory.hpp"
#include "events.hpp"
#include "sound.hpp"

using std::string;
using namespace fmt;
using namespace components;
using lighting::LightSource;
using ftxui::Color;

void System::lighting(GameLevel &level) {
  auto &light = *level.lights;
  auto &world = *level.world;
  auto &map = *level.map;

  light.reset_light();

  world.query<Position>([&](auto, auto &position) {
    light.set_light_target(position.location);
  });

  light.path_light(map.walls());

  world.query<Position, LightSource>([&](auto, auto &position, auto &lightsource) {
    light.render_light(lightsource, position.location);
  });
}

void System::enemy_ai(GameLevel &level) {
  (void)level;
  // AI: look up Enemy::actions in ai.json
  // AI: setup the state
  // AI: process it and keep the next action in the world
}

void System::enemy_pathing(GameLevel &level) {
  auto &world = *level.world;
  auto &map = *level.map;
  auto player = world.get_the<Player>();

  const auto &player_position = world.get<Position>(player.entity);
  map.set_target(player_position.location);
  map.make_paths();

  world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
    if(ent != player.entity) {
      // AI: EnemyConfig can be replaced with an AI thing
      // AI: after the enemy_ai systems are run we can then look at what
      // AI: their next actions is, and if it's pathing do that

      dbc::check(world.has<EnemyConfig>(ent), "enemy is missing config");
      const auto &config = world.get<EnemyConfig>(ent);

      Point out = position.location; // copy
      if(map.distance(out) < config.hearing_distance) {
        map.neighbors(out, motion.random);
        motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
      }
    }
  });

  map.clear_target(player_position.location);
}

void System::init_positions(DinkyECS::World &world, SpatialMap &collider) {
  // BUG: instead of separate things maybe just one
  // BUG: Collision component that references what is collide
  world.query<Position>([&](auto ent, auto &pos) {
      if(world.has<Combat>(ent)) {
        const auto& combat = world.get<Combat>(ent);
        if(!combat.dead) {
          collider.insert(pos.location, ent);
        }
      } else {
        collider.insert(pos.location, ent);
      }
  });
}

inline void move_entity(SpatialMap &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
  Point move_to = {
    position.location.x + motion.dx,
    position.location.y + motion.dy
  };
  motion = {0,0}; // clear it after getting it

  // it's a wall, skip
  if(!game_map.can_move(move_to)) return;
  // there's collision skip
  if(collider.occupied(move_to)) return;

  // all good, do the move
  collider.move(position.location, move_to, ent);
  position.location = move_to;
}

void System::motion(GameLevel &level) {
  auto &map = *level.map;
  auto &world = *level.world;
  auto &collider = *level.collision;

  world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
    // don't process entities that don't move
    if(motion.dx != 0 || motion.dy != 0) {
      move_entity(collider, map, position, motion, ent);
    }
  });
}

void System::death(GameLevel &level, components::ComponentMap& components) {
  auto &world = *level.world;
  auto player = world.get_the<Player>();
  auto& config = world.get_the<GameConfig>();
  std::vector<DinkyECS::Entity> dead_things;

  world.query<Combat>([&](auto ent, auto &combat) {
    // bring out yer dead
    if(combat.hp <= 0 && !combat.dead) {
      combat.dead = true;
      if(ent != player.entity) {
        // we won't change out the player's components later
        dead_things.push_back(ent);
      }
      // we need to send this event for everything that dies
      world.send<Events::GUI>(Events::GUI::DEATH, ent, {});
    }
  });

  // this goes through everything that died and changes them to a gravestone
  // NOTE: this could be a separate system but also could be a function in
  // components::
  for(auto ent : dead_things) {
    // remove their enemy setting
    world.remove<Motion>(ent);
    world.remove<Combat>(ent);
    world.remove<EnemyConfig>(ent);
    world.remove<Animation>(ent);

    if(auto snd = world.get_if<Sound>(ent)) {
      sound::stop(snd->attack);
      sound::play(snd->death);
    }

    auto entity_data = config.items["GRAVE_STONE"];
    components::configure_entity(components, world, ent, entity_data["components"]);
    if(entity_data["inventory_count"] > 0) {
      // right here use a std::any that's already converted instead?
      world.set<InventoryItem>(ent, {entity_data["inventory_count"], entity_data});
    }
  }
}

void System::combat(GameLevel &level) {
  auto &collider = *level.collision;
  auto &world = *level.world;
  auto player = world.get_the<Player>();

  const auto& player_position = world.get<Position>(player.entity);
  auto& player_combat = world.get<Combat>(player.entity);

  // this is guaranteed to not return the given position
  auto [found, nearby] = collider.neighbors(player_position.location);


  if(found) {
    for(auto entity : nearby) {
      // AI: process AI combat actions here

      if(world.has<Combat>(entity)) {
        auto& enemy_combat = world.get<Combat>(entity);

        Events::Combat result {
          player_combat.attack(enemy_combat),
          enemy_combat.attack(player_combat)
        };

        if(world.has<Animation>(entity)) {
          auto& animation = world.get<Animation>(entity);
          animation.play();
        }

        if(auto snd = world.get_if<Sound>(entity)) {
          sound::play(snd->attack);
        }

        world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
      }
    }
  }
}


void System::collision(GameLevel &level) {
  auto &collider = *level.collision;
  auto &world = *level.world;
  auto player = world.get_the<Player>();

  const auto& player_position = world.get<Position>(player.entity);

  // this is guaranteed to not return the given position
  auto [found, nearby] = collider.neighbors(player_position.location);
  int combat_count = 0;

  // AI: I think also this would a possible place to run AI decisions

  // BUG: this logic is garbage, needs a refactor
  for(auto entity : nearby) {
    if(world.has<Combat>(entity)) {
      auto combat = world.get<Combat>(entity);
      if(!combat.dead) {
        combat_count++;
        world.send<Events::GUI>(Events::GUI::COMBAT_START, entity, entity);
      }
    } else if(world.has<InventoryItem>(entity)) {
      auto item = world.get<InventoryItem>(entity);
      auto& item_pos = world.get<Position>(entity);
      auto& inventory = world.get<Inventory>(player.entity);

      if(world.has<LightSource>(entity)) {
        inventory.add(item);
        world.remove<LightSource>(entity);
      }

      if(world.has<Weapon>(entity)) {
        inventory.add(item);
        world.remove<Weapon>(entity);
      }

      if(world.has<Loot>(entity)) {
        auto &loot = world.get<Loot>(entity);
        inventory.gold += loot.amount;
        world.remove<Loot>(entity);
      }

      if(world.has<Curative>(entity)) {
        inventory.add(item);
        world.remove<Curative>(entity);
      }

      if(auto snd = world.get_if<Sound>(entity)) {
        sound::play(snd->attack);
      }

      collider.remove(item_pos.location);
      world.remove<Tile>(entity);
      world.remove<InventoryItem>(entity);
      world.send<Events::GUI>(Events::GUI::LOOT, entity, item);
    } else if(world.has<Device>(entity)) {
      System::device(world, player.entity, entity);
    } else {
      println("UNKNOWN COLLISION TYPE {}", entity);
    }
  }

  if(combat_count == 0) {
    world.send<Events::GUI>(Events::GUI::NO_NEIGHBORS, player.entity, player.entity);
  }
}


void System::device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
  auto& device = world.get<Device>(item);

  for(auto event : device.events) {
    fmt::println("Device event received {}", event);

    if(event == "Events::GUI::STAIRS_DOWN") {
      world.send<Events::GUI>(Events::GUI::STAIRS_DOWN, actor, device);
    } else {
      dbc::log(fmt::format("EVENT IGNORED {}", event));
    }
  }

  println("entity {} INTERACTED WITH DEVICE {}", actor, item);
}

void System::plan_motion(DinkyECS::World& world, Point move_to) {
  auto& player = world.get_the<Player>();
  auto& player_position = world.get<Position>(player.entity);
  auto& motion = world.get<Motion>(player.entity);
  motion.dx = move_to.x - player_position.location.x;
  motion.dy = move_to.y - player_position.location.y;
}

/*
 * This one is called inside the MapViewUI very often so
 * just avoide GameMap unlike the others.
 */
void System::draw_entities(DinkyECS::World &world, Map &map, const Matrix &lights, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) {
  auto &tiles = map.tiles();

  world.query<Position, Tile>([&](auto, auto &pos, auto &tile) {
    if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
        && pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) {
      Point loc = map.map_to_camera(pos.location, cam_orig);

      float light_value = lights[pos.location.y][pos.location.x] * PERCENT;
      const Tile& cell = tiles.at(pos.location.x, pos.location.y);

      // the 2 and 4 are from ftxui::Canvas since it does a kind of "subpixel" drawing
      canvas.DrawText(loc.x*2, loc.y*4, tile.display, [tile, light_value, cell](auto &pixel) {
          pixel.foreground_color = Color::HSV(tile.foreground[0], tile.foreground[1], tile.foreground[2] * light_value);
          pixel.background_color = Color::HSV(cell.background[0], cell.background[1], cell.background[2] * light_value);
      });
    }
  });
}