package main

import (
	"github.com/rs/zerolog"
	"github.com/rs/zerolog/log"
	"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
	"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
	"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
	"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
	"lab.zaar.be/thefish/alchemyst-go/engine/mob"
	"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
	"lab.zaar.be/thefish/alchemyst-go/engine/screens"
	"lab.zaar.be/thefish/alchemyst-go/engine/types"
	"lab.zaar.be/thefish/alchemyst-go/ui"
	"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
	"lab.zaar.be/thefish/alchemyst-go/util"
	blt "lab.zaar.be/thefish/bearlibterminal"
	"os"
	"runtime"
	"time"
)

var modifiers = []int{blt.TK_SHIFT, blt.TK_ALT, blt.TK_CONTROL}

// Рецепт чтобы убежать от [fatal] 'refresh' was not called from the main thread
// https://github.com/golang/go/wiki/LockOSThread
func init() {
	runtime.LockOSThread()
}

//we can run logic in separate goroutines
//
//    go doSometing(State,...)
//
//and there we go like this:
// func doSomething(State main.GameState, args...) {
// 		...
// 			State.Do(func() {
//				...do stuff in main thread
//			})
// 		...
// }

var State = gamestate.GameState{
	Mainfunc:     make(chan func()),
	Exit:         make(chan struct{}, 1),
	Input:        make(chan string, 1),
	RawInput:     make(chan int, 1),
	FovRecompute: make(chan struct{}, 1),
	Redraw:       make(chan struct{}, 1),
}

func main() {

	config := util.LoadConfig()
	var logLevels = map[string]zerolog.Level{"debug": zerolog.DebugLevel, "info": zerolog.InfoLevel, "warn": zerolog.WarnLevel}
	var logger = log.Output(zerolog.ConsoleWriter{Out: os.Stdout, TimeFormat: time.RFC3339}).Level(logLevels[config.Verbosity])

	// set up context
	mainCtx := util.NewClientContext(config, &logger)

	//set up main window
	mw := mainwindow.Init(mainCtx)
	defer mw.Close()

	setupLayers(mw)

	//set up input decoder
	go decodeInput(mainCtx, mw.GetLayer("base"))

	//fixme set up (load / generate) level
	level, rooms := mapgens.DefaultGen(gamemap.NewLevel(mainCtx, "test", 1))
	State.Level = level

	//Set up viewport
	vp := mainwindow.NewViewPort(30, 0, (mw.W - 30), (mw.H - 0), mw.GetLayer("base"))
	go vp.Listen(State)

	//set up controller

	controller := ecs.NewController()

	controller.MapComponentClass("coords", types.Coords{})
	controller.MapComponentClass("appearance", types.Appearance{})
	controller.MapComponentClass("mob", mob.Mob{})
	controller.MapComponentClass("moveable", movement.Moveable{})

	moveable := movement.Moveable{
		Controller: controller,
		Level:      level,
	}

	//Set up Screen Manager
	screenMgr := types.NewScreenManager(mainCtx)
	screenMgr.AddScreen("title", screens.NewTitleScreen(mw, screenMgr))
	screenMgr.AddScreen("game", screens.NewGameScreen(mw, &State, vp, controller, screenMgr))
	screenMgr.AddScreen("help", screens.NewMenuScreen(
		mw,
		screenMgr,
		"Help",
		"Keybindings:",
		//"[color=yellow]Note[/color]: Many of these are not implemented yet",
		"[color=yellow]Note[/color]: Many of these are not implemented yet",
		types.NewCenteredRect(mw.Rect, 50, 15),
		true, ).
		SetBgColor("#ef1d494f").
		SetFgColor("white").
		SetItems([]interface{}{
			"hjklyubn 12346789 or arrow keys - move",
			"s or . - pass turn",
			"g or , - pick up item",
			"i - inventory",
		"? - this screen",
		"Ctrl+q - exit",
		"f or F - fire or throw weapon",
		"z or Z - cast a spell",
		"p - pray",
		"Ctrl+p - message log",
		}),
	)

	screenMgr.SetScreenByName("title")

	//fixme
	//player := &mob.Player{
	//	Mob: mob.Mob{
	//		Appearance: &types.Appearance{
	//			Glyph: &types.PlainGlyphHolder{"@"},
	//			ColorSet: &types.TileColorSet{
	//				Fg:     &types.PlainColorHolder{255, 255, 255, 255},
	//			},
	//		},
	//		Coords: rooms[0].Center,
	//		BlocksPass: true,
	//	},
	//}
	//State.Player = player

	//vp.PlayerCoords = player.Coords
	//vp.Render(&State)

	//fixme set up (load / generate) player
	player := controller.CreateEntity([]ecs.Component{})

	controller.AddComponent(player, &types.Appearance{
		Glyph: &types.PlainGlyphHolder{"@"},
		ColorSet: &types.TileColorSet{
			Fg: &types.PlainColorHolder{255, 255, 255, 255},
		},
	})

	controller.AddComponent(player, rooms[0].Center) //implicit Coords
	controller.AddComponent(player, moveable)

	State.Player = player
	State.Controller = controller

	//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
	var exit = false
	for !exit {

		select {
		case State.RawInput <- ui.ReadKeyCode():
			break
		case pressed := <-State.Input:
			screenMgr.CurrentScreen.HandleInput(pressed)
			break
			//case f := <-State.mainfunc:
			//	f()
			//	break
		case <-State.Exit:
			mainCtx.Logger().Warn().Msg("quitting NOW")
			exit = true
			break
			// не оставляйте default в бесконечном select {} - сожрет всё CPU
		default:
			screenMgr.CurrentScreen.Render()
			blt.Layer(0) //return to base layer
			blt.Refresh()
		}

	}
	mainCtx.Logger().Info().Msg("pre-shutdown sequence")
}

func setupLayers(mainwindow *mainwindow.MainWindow) {
	mainwindow.AddLayer("base", 0, "white")
	mainwindow.AddLayer("overlay", 1, "white")
	mainwindow.AddLayer("menubg", 2, "white")
	mainwindow.AddLayer("menu", 3, "white")
}

func decodeInput(ctx util.ClientCtx, baseLayer *mainwindow.Layer) {
	var exit = false
	var waitForWCspam = true
	for !exit {
		select {
		case keycode := <-State.RawInput:
			if keycode == blt.TK_NONE {
				continue
			}
			if keycode == blt.TK_CLOSE && !waitForWCspam {
				ctx.Logger().Warn().Msg("exiting on window close...")
				State.Exit <- struct{}{}
				ctx.Logger().Warn().Msg("...done")
				return
			}
			var pressed = ""
			var isModifier, _ = util.InArray(keycode, modifiers)
			if !isModifier {

				pressed = ui.Scancodemap[keycode]

				if blt.Check(blt.TK_SHIFT) != 0 {
					pressed = "Shift+" + pressed
				}
				if blt.Check(blt.TK_ALT) != 0 {
					pressed = "Alt+" + pressed
				}
				if blt.Check(blt.TK_CONTROL) != 0 {
					pressed = "Ctrl+" + pressed
				}

				//global hotkeys
				switch pressed {
				//fixme testing only
				case "F10":
					State.Do(func() {
						blt.Set("window: size=100x47; font: ./resources/fonts-ttf/UbuntuMono-R.ttf, size=11;")
					})
				case "Ctrl+q":
					//fallthrough
				//case "Escape":
					ctx.Logger().Info().Msg("exiting on quit command...")
					State.Exit <- struct{}{}
					ctx.Logger().Info().Msg("...done")
					exit = true
					return
				default:
					if pressed != "" {
						waitForWCspam = false;
						State.Input <- pressed
					}
				}
			}
		}
	}
}