# Copyright (c) 2011-2020 Eric Froemling
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
# -----------------------------------------------------------------------------
"""Implements a flag used for marking bases, capture-the-flag games, etc."""

from __future__ import annotations

from dataclasses import dataclass
from typing import TYPE_CHECKING

import ba

if TYPE_CHECKING:
    from typing import Any, Sequence, Optional


class FlagFactory:
    """Wraps up media and other resources used by ba.Flags.

    category: Gameplay Classes

    A single instance of this is shared between all flags
    and can be retrieved via bastd.actor.flag.get_factory().

    Attributes:

       flagmaterial
          The ba.Material applied to all ba.Flags.

       impact_sound
          The ba.Sound used when a ba.Flag hits the ground.

       skid_sound
          The ba.Sound used when a ba.Flag skids along the ground.

       no_hit_material
          A ba.Material that prevents contact with most objects;
          applied to 'non-touchable' flags.

       flag_texture
          The ba.Texture for flags.
    """

    def __init__(self) -> None:
        """Instantiate a FlagFactory.

        You shouldn't need to do this; call bastd.actor.flag.get_factory() to
        get a shared instance.
        """

        self.flagmaterial = ba.Material()
        self.flagmaterial.add_actions(
            conditions=(('we_are_younger_than', 100),
                        'and', ('they_have_material',
                                ba.sharedobj('object_material'))),
            actions=('modify_node_collision', 'collide', False))

        self.flagmaterial.add_actions(
            conditions=('they_have_material',
                        ba.sharedobj('footing_material')),
            actions=(('message', 'our_node', 'at_connect', 'footing', 1),
                     ('message', 'our_node', 'at_disconnect', 'footing', -1)))

        self.impact_sound = ba.getsound('metalHit')
        self.skid_sound = ba.getsound('metalSkid')
        self.flagmaterial.add_actions(
            conditions=('they_have_material',
                        ba.sharedobj('footing_material')),
            actions=(('impact_sound', self.impact_sound, 2, 5),
                     ('skid_sound', self.skid_sound, 2, 5)))

        self.no_hit_material = ba.Material()
        self.no_hit_material.add_actions(
            conditions=(('they_have_material',
                         ba.sharedobj('pickup_material')),
                        'or', ('they_have_material',
                               ba.sharedobj('attack_material'))),
            actions=('modify_part_collision', 'collide', False))

        # We also don't want anything moving it.
        self.no_hit_material.add_actions(
            conditions=(('they_have_material',
                         ba.sharedobj('object_material')), 'or',
                        ('they_dont_have_material',
                         ba.sharedobj('footing_material'))),
            actions=(('modify_part_collision', 'collide', False),
                     ('modify_part_collision', 'physical', False)))

        self.flag_texture = ba.gettexture('flagColor')


# noinspection PyTypeHints
def get_factory() -> FlagFactory:
    """Get/create a shared bastd.actor.flag.FlagFactory object."""
    activity = ba.getactivity()
    factory: FlagFactory
    try:
        # FIXME: Find elegant way to handle shared data like this.
        factory = activity.shared_flag_factory  # type: ignore
    except Exception:
        factory = activity.shared_flag_factory = FlagFactory()  # type: ignore
    assert isinstance(factory, FlagFactory)
    return factory


@dataclass
class FlagPickedUpMessage:
    """A message saying a ba.Flag has been picked up.

        category: Message Classes

        Attrs:

           flag
              The ba.Flag that has been picked up.

           node
              The ba.Node doing the picking up.
        """
    flag: Flag
    node: ba.Node


@dataclass
class FlagDeathMessage:
    """A message saying a ba.Flag has died.

    category: Message Classes

    Attrs:

       flag
          The ba.Flag that died.
    """
    flag: Flag


@dataclass
class FlagDroppedMessage:
    """A message saying a ba.Flag has been dropped.

    category: Message Classes

    Attrs:

       flag
          The ba.Flag that was dropped.

       node
          The ba.Node that was holding it.
    """
    flag: Flag
    node: ba.Node


class Flag(ba.Actor):
    """A flag; used in games such as capture-the-flag or king-of-the-hill.

    category: Gameplay Classes

    Can be stationary or carry-able by players.
    """

    def __init__(self,
                 position: Sequence[float] = (0.0, 1.0, 0.0),
                 color: Sequence[float] = (1.0, 1.0, 1.0),
                 materials: Sequence[ba.Material] = None,
                 touchable: bool = True,
                 dropped_timeout: int = None):
        """Instantiate a flag.

        If 'touchable' is False, the flag will only touch terrain;
        useful for things like king-of-the-hill where players should
        not be moving the flag around.

        'materials can be a list of extra ba.Materials to apply to the flag.

        If 'dropped_timeout' is provided (in seconds), the flag will die
        after remaining untouched for that long once it has been moved
        from its initial position.
        """

        super().__init__()

        self._initial_position: Optional[Sequence[float]] = None
        self._has_moved = False
        factory = get_factory()

        if materials is None:
            materials = []
        elif not isinstance(materials, list):
            # In case they passed a tuple or whatnot.
            materials = list(materials)
        if not touchable:
            materials = [factory.no_hit_material] + materials

        finalmaterials = (
            [ba.sharedobj('object_material'), factory.flagmaterial] +
            materials)
        self.node = ba.newnode("flag",
                               attrs={
                                   'position':
                                       (position[0], position[1] + 0.75,
                                        position[2]),
                                   'color_texture': factory.flag_texture,
                                   'color': color,
                                   'materials': finalmaterials
                               },
                               delegate=self)

        if dropped_timeout is not None:
            dropped_timeout = int(dropped_timeout)
        self._dropped_timeout = dropped_timeout
        self._counter: Optional[ba.Node]
        if self._dropped_timeout is not None:
            self._count = self._dropped_timeout
            self._tick_timer = ba.Timer(1.0,
                                        call=ba.WeakCall(self._tick),
                                        repeat=True)
            self._counter = ba.newnode('text',
                                       owner=self.node,
                                       attrs={
                                           'in_world': True,
                                           'color': (1, 1, 1, 0.7),
                                           'scale': 0.015,
                                           'shadow': 0.5,
                                           'flatness': 1.0,
                                           'h_align': 'center'
                                       })
        else:
            self._counter = None

        self._held_count = 0
        self._score_text: Optional[ba.Node] = None
        self._score_text_hide_timer: Optional[ba.Timer] = None

    def _tick(self) -> None:
        if self.node:

            # Grab our initial position after one tick (in case we fall).
            if self._initial_position is None:
                self._initial_position = self.node.position

                # Keep track of when we first move; we don't count down
                # until then.
            if not self._has_moved:
                nodepos = self.node.position
                if (max(
                        abs(nodepos[i] - self._initial_position[i])
                        for i in list(range(3))) > 1.0):
                    self._has_moved = True

            if self._held_count > 0 or not self._has_moved:
                assert self._dropped_timeout is not None
                assert self._counter
                self._count = self._dropped_timeout
                self._counter.text = ''
            else:
                self._count -= 1
                if self._count <= 10:
                    nodepos = self.node.position
                    assert self._counter
                    self._counter.position = (nodepos[0], nodepos[1] + 1.3,
                                              nodepos[2])
                    self._counter.text = str(self._count)
                    if self._count < 1:
                        self.handlemessage(ba.DieMessage())
                else:
                    assert self._counter
                    self._counter.text = ''

    def _hide_score_text(self) -> None:
        assert self._score_text is not None
        assert isinstance(self._score_text.scale, float)
        ba.animate(self._score_text, 'scale', {
            0: self._score_text.scale,
            0.2: 0
        })

    def set_score_text(self, text: str) -> None:
        """Show a message over the flag; handy for scores."""
        if not self.node:
            return
        if not self._score_text:
            start_scale = 0.0
            math = ba.newnode('math',
                              owner=self.node,
                              attrs={
                                  'input1': (0, 1.4, 0),
                                  'operation': 'add'
                              })
            self.node.connectattr('position', math, 'input2')
            self._score_text = ba.newnode('text',
                                          owner=self.node,
                                          attrs={
                                              'text': text,
                                              'in_world': True,
                                              'scale': 0.02,
                                              'shadow': 0.5,
                                              'flatness': 1.0,
                                              'h_align': 'center'
                                          })
            math.connectattr('output', self._score_text, 'position')
        else:
            assert isinstance(self._score_text.scale, float)
            start_scale = self._score_text.scale
            self._score_text.text = text
        self._score_text.color = ba.safecolor(self.node.color)
        ba.animate(self._score_text, 'scale', {0: start_scale, 0.2: 0.02})
        self._score_text_hide_timer = ba.Timer(
            1.0, ba.WeakCall(self._hide_score_text))

    def handlemessage(self, msg: Any) -> Any:
        # pylint: disable=too-many-branches
        if __debug__:
            self._handlemessage_sanity_check()
        if isinstance(msg, ba.DieMessage):
            if self.node:
                self.node.delete()
                if not msg.immediate:
                    self.activity.handlemessage(FlagDeathMessage(self))
        elif isinstance(msg, ba.HitMessage):
            assert self.node
            assert msg.force_direction is not None
            self.node.handlemessage(
                "impulse", msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
                msg.velocity[1], msg.velocity[2], msg.magnitude,
                msg.velocity_magnitude, msg.radius, 0, msg.force_direction[0],
                msg.force_direction[1], msg.force_direction[2])
        elif isinstance(msg, ba.OutOfBoundsMessage):
            # We just kill ourselves when out-of-bounds.. would we ever not
            # want this?..
            self.handlemessage(ba.DieMessage(how=ba.DeathType.FALL))
        elif isinstance(msg, ba.PickedUpMessage):
            self._held_count += 1
            if self._held_count == 1 and self._counter is not None:
                self._counter.text = ''
            activity = self.getactivity()
            if activity is not None:
                activity.handlemessage(FlagPickedUpMessage(self, msg.node))
        elif isinstance(msg, ba.DroppedMessage):
            self._held_count -= 1
            if self._held_count < 0:
                print('Flag held count < 0')
                self._held_count = 0
            activity = self.getactivity()
            if activity is not None:
                activity.handlemessage(FlagDroppedMessage(self, msg.node))
        else:
            super().handlemessage(msg)
