use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::entity::item;
use elseware::ship::ship::{ShipServerState, RecvShipPacket, SendShipPacket};

use libpso::packet::ship::*;
//use libpso::packet::messages::*;

#[path = "common.rs"]
mod common;
use common::*;


#[async_std::test]
async fn test_item_ids_reset_when_rejoining_rooms() {
    let mut entity_gateway = InMemoryGateway::default();

    let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
    let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a", 1).await;

    let mut p1_inv = Vec::new();
    for _ in 0..3usize {
        p1_inv.push(entity_gateway.create_item(
            item::NewItemEntity {
                item: item::ItemDetail::Weapon(
                    item::weapon::Weapon {
                        weapon: item::weapon::WeaponType::Saber,
                        grind: 0,
                        special: None,
                        attrs: [None, None, None],
                        tekked: true,
                    }
                ),
            }).await.unwrap());
    }

    let mut p2_inv = Vec::new();
    for _ in 0..10usize {
        p2_inv.push(entity_gateway.create_item(
            item::NewItemEntity {
                item: item::ItemDetail::Weapon(
                    item::weapon::Weapon {
                        weapon: item::weapon::WeaponType::Saber,
                        grind: 0,
                        special: None,
                        attrs: [None, None, None],
                        tekked: true,
                    }
                ),
            }).await.unwrap());
    }

    entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_inv)).await.unwrap();
    entity_gateway.set_character_inventory(&char2.id, &item::InventoryEntity::new(p2_inv)).await.unwrap();

    let mut ship = Box::new(ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build());
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    log_in_char(&mut ship, ClientId(2), "a2", "a").await;

    join_lobby(&mut ship, ClientId(1)).await;
    join_lobby(&mut ship, ClientId(2)).await;

    create_room(&mut ship, ClientId(1), "room", "").await;
    let p = ship.handle(ClientId(2), &RecvShipPacket::MenuSelect(MenuSelect {
        menu: ROOM_MENU_ID,
        item: 0,
    })).await.unwrap().collect::<Vec<_>>();
    ship.handle(ClientId(2), &RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap().for_each(drop);

    match &p[1].1 {
        SendShipPacket::AddToRoom(add_to) => {
            println!("addto {:?}", add_to);
            assert_eq!(add_to.playerinfo.inventory.items.iter().map(|k| k.item_id).collect::<Vec<_>>(),
                       vec![0x210000,0x210001,0x210002,0x210003,0x210004,0x210005,0x210006,0x210007,0x210008,0x210009,
                            0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]);
        },
        _ => panic!(),
    }

    leave_room(&mut ship, ClientId(2)).await;

    let p = ship.handle(ClientId(2), &RecvShipPacket::MenuSelect(MenuSelect {
        menu: ROOM_MENU_ID,
        item: 0,
    })).await.unwrap().collect::<Vec<_>>();

    match &p[1].1 {
        SendShipPacket::AddToRoom(add_to) => {
            assert_eq!(add_to.playerinfo.inventory.items.iter().map(|k| k.item_id).collect::<Vec<_>>(),
                       vec![0x210000,0x210001,0x210002,0x210003,0x210004,0x210005,0x210006,0x210007,0x210008,0x210009,
                            0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]);
        },
        _ => panic!(),
    }
}

#[async_std::test]
async fn test_load_rare_monster_default_appear_rates() {
    let mut entity_gateway = InMemoryGateway::default();
    let (_user1, _char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
    let mut ship = Box::new(ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build());
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    join_lobby(&mut ship, ClientId(1)).await;
    create_room(&mut ship, ClientId(1), "room", "").await;
    
    // assume episode 1
    let room = ship.blocks.0[0].rooms[0].as_ref().unwrap();
    println!("rare monster table: {:?}", room.rare_monster_table);
    let rates = &*room.rare_monster_table;
    for (_monster, rate) in rates.clone().appear_rate {
        assert_eq!(rate, 0.001953125f32); // 1/512 = 0.001953125
    }
}

#[async_std::test]
async fn test_set_valid_quest_group() {
    let mut entity_gateway = InMemoryGateway::default();
    let (_user1, _char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
    let mut ship = Box::new(ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build());
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    join_lobby(&mut ship, ClientId(1)).await;
    create_room(&mut ship, ClientId(1), "room", "").await;

    let packets = ship.handle(ClientId(1), &RecvShipPacket::RequestQuestList(RequestQuestList{flag: 0})).await.unwrap().collect::<Vec<_>>();
    match &packets[0].1 {
        SendShipPacket::QuestCategoryList(quest_cat) => {
            assert!(String::from_utf16_lossy(&quest_cat.quest_categories[0].name).starts_with("Retrieval"));
        },
        _ => panic!("Wrong quest category"),
    }
}

#[async_std::test]
async fn test_set_invalid_quest_group() {
    let mut entity_gateway = InMemoryGateway::default();
    let (_user1, _char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
    let mut ship = Box::new(ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build());
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    join_lobby(&mut ship, ClientId(1)).await;
    create_room(&mut ship, ClientId(1), "room", "").await;

    let packets = ship.handle(ClientId(1), &RecvShipPacket::RequestQuestList(RequestQuestList{flag: 100})).await.unwrap().collect::<Vec<_>>();
    match &packets[0].1 {
        SendShipPacket::QuestCategoryList(quest_cat) => {
            // flag > quest category length should take the highest value allowed for quest category which is 1 in multimode (for govt quests) and 0 in other modes.
            // assuming we create an ep1 room in multimode, we should load the government quests in this test case
            assert!(String::from_utf16_lossy(&quest_cat.quest_categories[0].name).starts_with("Government")); 
        },
        _ => panic!("Wrong quest category"),
    }
}