#![allow(dead_code)]

use networking::serverstate::{ClientId, ServerState};
use entity::gateway::EntityGateway;
use entity::account::{UserAccountEntity, NewUserAccountEntity, NewUserSettingsEntity};
use entity::character::{CharacterEntity, NewCharacterEntity, SectionID};
use entity::item::{Meseta, BankIdentifier};
use ship_server::{ShipServerState, ShipServerStateBuilder, RecvShipPacket};
use maps::room::{RoomMode, Difficulty, Episode};
use maps::area::MapArea;
use maps::maps::null_free_roam_maps;
use maps::object::MapObject;
use maps::monster::MonsterType;
use quests::{QuestList, QuestLoadError};
use drops::{DropTable, ItemDropType};
use shops::{ItemShops, WeaponShopItem, ToolShopItem, ArmorShopItem};

use entity::item;

use libpso::packet::ship::*;
use libpso::packet::login::{Login, Session};
use libpso::{utf8_to_array, utf8_to_utf16_array};

fn null_quest_builder(_mode: RoomMode) -> Result<QuestList, QuestLoadError> {
    Ok(Default::default())
}

struct NullDropTable;

impl DropTable for NullDropTable {
    fn get_drop(&mut self, _map_area: &MapArea, _monster: &MonsterType) -> Option<ItemDropType> {
        None
    }
    fn get_box_drop(&mut self, _map_area: &MapArea, _object: &MapObject) -> Option<ItemDropType> {
        None
    }
}

pub fn null_drop_table_builder(_episode: Episode, _difficult: Difficulty, _section_id: SectionID) -> Box<dyn DropTable + Send + Sync> {
    Box::new(NullDropTable)
}

struct NullItemShops;

#[async_trait::async_trait]
impl ItemShops for NullItemShops {
    async fn generate_weapon_list(&self, _difficulty: Difficulty, _section_id: SectionID, _char_level: usize) -> Option<Vec<WeaponShopItem>> {
        Some(Vec::new())
    }
    async fn generate_tool_list(&self, _char_level: usize) -> Vec<ToolShopItem> {
        Vec::new()
    }
    async fn generate_armor_list(&self, _char_level: usize) -> Vec<ArmorShopItem> {
        Vec::new()
    }
}

pub fn standard_ship_buildable<EG: EntityGateway + Clone>(gateway: EG) ->  ShipServerStateBuilder<EG> {
    ShipServerState::builder()
        .gateway(gateway)
        .standard_quest_builder(Box::new(null_quest_builder))
        .government_quest_builder(Box::new(null_quest_builder))
        .drop_table_builder(Box::new(null_drop_table_builder))
        .map_builder(Box::new(null_free_roam_maps))
        .item_shops(NullItemShops)
}

pub fn standard_ship<EG: EntityGateway + Clone>(gateway: EG) ->  ShipServerState<EG> {
    ShipServerState::builder()
        .gateway(gateway)
        .standard_quest_builder(Box::new(null_quest_builder))
        .government_quest_builder(Box::new(null_quest_builder))
        .drop_table_builder(Box::new(null_drop_table_builder))
        .map_builder(Box::new(null_free_roam_maps))
        .item_shops(NullItemShops)
        .build()
}

//TODO: remove kb_conf_preset
pub async fn new_user_character<EG: EntityGateway + Clone>(entity_gateway: &mut EG, username: &str, password: &str) -> (UserAccountEntity, CharacterEntity) {
    let new_user = NewUserAccountEntity {
        email: format!("{}@pso.com", username),
        username: username.into(),
        password: bcrypt::hash(password, 5).unwrap(),
        guildcard: 1,
        activated: true,
        ..NewUserAccountEntity::default()
    };

    let user = entity_gateway.create_user(new_user).await.unwrap();
    let new_settings = NewUserSettingsEntity::new(user.id);
    let _settings = entity_gateway.create_user_settings(new_settings).await.unwrap();
    let new_character = NewCharacterEntity::new(user.id);
    let character = entity_gateway.create_character(new_character).await.unwrap();
    entity_gateway.set_character_meseta(&character.id, Meseta(0)).await.unwrap();
    entity_gateway.set_bank_meseta(&character.id, &BankIdentifier::Character, Meseta(0)).await.unwrap();

    (user, character)
}

pub async fn log_in_char<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, username: &str, password: &str) {
    let username = username.to_string();
    let password = password.to_string();
    ship.handle(id, RecvShipPacket::Login(Login {
        tag: 0,
        guildcard: 0,
        version: 0,
        unknown1: [0; 6],
        team: 0,
        username: utf8_to_array!(username, 16),
        unknown2: [0; 32],
        password: utf8_to_array!(password, 16),
        unknown3: [0; 40],
        hwinfo: [0; 8],
        session: Session::new(),
    })).await.unwrap();
}

pub async fn join_lobby<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId) {
    ship.handle(id, RecvShipPacket::CharData(CharData {
        _unknown: [0; 0x828]
    })).await.unwrap();
}

pub async fn create_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str) {
    create_room_with_difficulty(ship, id, name, password, Difficulty::Normal).await;
}

pub async fn leave_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId) {
    ship.handle(id, RecvShipPacket::LobbySelect(LobbySelect {
        menu: 3,
        lobby: 0,
    })).await.unwrap();
}

pub async fn create_room_with_difficulty<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str, difficulty: Difficulty) {
    ship.handle(id, RecvShipPacket::CreateRoom(CreateRoom {
        unknown: [0; 2],
        name: utf8_to_utf16_array!(name, 16),
        password: utf8_to_utf16_array!(password, 16),
        difficulty: difficulty.into(),
        battle: 0,
        challenge: 0,
        episode: 1,
        single_player: 0,
        padding: [0; 3],
    })).await.unwrap();
    ship.handle(id, RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap();
}

pub async fn join_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, room_id: u32) {
    ship.handle(id, RecvShipPacket::MenuSelect(MenuSelect {
        menu: ROOM_MENU_ID,
        item: room_id,
    })).await.unwrap();
    ship.handle(id, RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap();
}



pub struct WeaponBuilder {
    weapon: item::weapon::WeaponType,
    grind: u8,
    special: Option<item::weapon::WeaponSpecial>,
    attributes: [Option<item::weapon::WeaponAttribute>; 3],
    tekked: bool,
}


impl WeaponBuilder {
    fn new(weapon: item::weapon::WeaponType) -> WeaponBuilder {
        WeaponBuilder {
            weapon,
            grind: 0,
            special: None,
            attributes: [None; 3],
            tekked: true,
        }
    }

    pub fn grind(self, grind: u8) -> WeaponBuilder {
        WeaponBuilder {
            grind,
            ..self
        }
    }

    pub fn special(self, special: item::weapon::WeaponSpecial) -> WeaponBuilder {
        WeaponBuilder {
            special: Some(special),
            ..self
        }
    }

    pub fn attr(mut self, attr: item::weapon::Attribute, value: i8) -> WeaponBuilder {
        self.attributes
            .iter_mut()
            .find(|k| k.is_none())
            .map(|empty_attr| {
                *empty_attr = Some(item::weapon::WeaponAttribute {
                    attr,
                    value,
                })
            });

        self
    }

    pub fn untekked(self) -> WeaponBuilder {
        WeaponBuilder {
            tekked: false,
            ..self
        }
    }

    pub fn as_new(self) -> item::NewItemEntity {
        item::NewItemEntity {
            item: item::ItemDetail::Weapon(
                item::weapon::Weapon {
                    weapon: self.weapon,
                    grind: self.grind,
                    special: self.special,
                    attrs: self.attributes,
                    tekked: self.tekked,
                }
            )
        }
    }
}

pub struct ArmorBuilder {
    armor: item::armor::ArmorType,
    dfp: u8,
    evp: u8,
    slots: u8,
}

impl ArmorBuilder {
    pub fn new(armor: item::armor::ArmorType) -> ArmorBuilder {
        ArmorBuilder {
            armor: armor,
            dfp: 0,
            evp: 0,
            slots: 0,
        }
    }

    pub fn slots(self, slots: u8) -> ArmorBuilder {
        ArmorBuilder {
            slots,
            ..self
        }
    }

    pub fn dfp(self, dfp: u8) -> ArmorBuilder {
        ArmorBuilder {
            dfp,
            ..self
        }
    }

    pub fn evp(self, evp: u8) -> ArmorBuilder {
        ArmorBuilder {
            evp,
            ..self
        }
    }

    pub fn as_new(self) -> item::NewItemEntity {
        item::NewItemEntity {
            item: item::ItemDetail::Armor(
                item::armor::Armor {
                    armor: self.armor,
                    dfp: self.dfp,
                    evp: self.evp,
                    slots: self.slots,
                }
            )
        }
    }
}

pub struct ShieldBuilder {
    shield: item::shield::ShieldType,
    dfp: u8,
    evp: u8,
}

impl ShieldBuilder {
    pub fn new(shield: item::shield::ShieldType) -> ShieldBuilder {
        ShieldBuilder {
            shield: shield,
            dfp: 0,
            evp: 0,
        }
    }

    pub fn dfp(self, dfp: u8) -> ShieldBuilder {
        ShieldBuilder {
            dfp,
            ..self
        }
    }

    pub fn evp(self, evp: u8) -> ShieldBuilder {
        ShieldBuilder {
            evp,
            ..self
        }
    }

    pub fn as_new(self) -> item::NewItemEntity {
        item::NewItemEntity {
            item: item::ItemDetail::Shield(
                item::shield::Shield {
                    shield: self.shield,
                    dfp: self.dfp,
                    evp: self.evp,
                }
            )
        }
    }
}


pub struct UnitBuilder {
    unit: item::unit::UnitType,
    modifier: Option<item::unit::UnitModifier>,
}

impl UnitBuilder {
    pub fn modifier(self, modifier: item::unit::UnitModifier) -> UnitBuilder {
        UnitBuilder {
            modifier: Some(modifier),
            ..self
        }
    }

    pub fn as_new(self) -> item::NewItemEntity {
        item::NewItemEntity {
            item: item::ItemDetail::Unit(
                item::unit::Unit {
                    unit: self.unit,
                    modifier: self.modifier,
                }
            )
        }
    }
}


pub struct MagBuilder {
}

impl MagBuilder {
    pub fn as_new(self) -> item::NewItemEntity {
        item::NewItemEntity {
            item: item::ItemDetail::Mag(
                item::mag::Mag::baby_mag(0)
            )
        }
    }
}



pub struct ToolBuilder {
    tool: item::tool::ToolType,
}

impl ToolBuilder {
    pub fn as_new(self) -> item::NewItemEntity {
        item::NewItemEntity {
            item: item::ItemDetail::Tool (
                item::tool::Tool {
                    tool: self.tool,
                }
            ),
        }
    }
}

pub struct TechBuilder {
    tech: item::tech::Technique,
    level: u32,
}


impl TechBuilder {
    pub fn level(self, level: u32) -> TechBuilder {
        TechBuilder {
            level,
            ..self
        }
    }

    pub fn as_new(self) -> item::NewItemEntity {
        item::NewItemEntity {
            item: item::ItemDetail::TechniqueDisk (
                item::tech::TechniqueDisk {
                    tech: self.tech,
                    level: self.level,
                }
            )
        }
    }
}


pub struct ItemBuilder;

impl ItemBuilder {
    pub fn weapon(weapon: item::weapon::WeaponType) -> WeaponBuilder {
        WeaponBuilder::new(weapon)
    }

    pub fn armor(armor: item::armor::ArmorType) -> ArmorBuilder {
        ArmorBuilder::new(armor)
    }

    pub fn shield(shield: item::shield::ShieldType) -> ShieldBuilder {
        ShieldBuilder::new(shield)
    }

    pub fn unit(unit: item::unit::UnitType) -> UnitBuilder {
        UnitBuilder {
            unit: unit,
            modifier: None,
        }
    }

    pub fn baby_mag() -> MagBuilder {
        MagBuilder {
        }
    }

    pub fn tool(tool: item::tool::ToolType) -> ToolBuilder {
        ToolBuilder {
            tool: tool,
        }
    }

    pub fn tech(tech: item::tech::Technique) -> TechBuilder {
        TechBuilder {
            tech: tech,
            level: 0,
        }
    }


}